#3395: Valgrind report: 53 errors from 37 contexts
-------------------------+-------------------------------------------------
Reporter: T_X | Type: bug
Status: new | Priority: normal
Milestone: | Component: other
unspecified | Keywords:
Version: 3.1 | valgrind,memleak,uninitialized,uninitialised,report
beta7 | Blocking:
Blocked By: |
Operating System: |
GNU/Linux 64bit |
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''Test procedure:''
* Starting Sk-Rush with 3 bots.
* Normal playing for about 10min.
(ok, not really a structured test procedure :P)
Generated with the attached 'valgrind-suppressions' file to exclude
external libraries.
{{{
valgrind --leak-check=full --show-reachable=yes --error-limit=no --log-
file=valgrind.log --suppressions=./valgrind-suppressions src/warzone2100
--nosound --debug=main --debug=net --debug=error
}}}
''Summary''
Conditional jump or move depends on uninitialised value(s):
* pie_Draw3DShape (piedraw.cpp:498)
* pie_RotateProject (piematrix.cpp:312)
* calcScreenCoords (display3d.cpp:3606)
* mouseInBox (display.cpp:1295)
Only displaying stuff. Therefore not really harmful?
Worst Memory Leaks:
* 2x initEffectsSystem (effects.cpp:403) - 1,120,008 bytes each
* 2x NetQueue::pushMessage (netqueue.cpp:192) - 905,280 + 193,144 bytes
* loadResearchViewData (message.cpp:701) - 274,894 bytes
So the biggest leaks seem to be in initialization processes and should
therefore not be growing during game play. Can the NetQueue::pushMessage
one be exploited?
For the full valgrind.log see attachment.
So far these ones do not seem to confirm the issues reported in #3218.
Still could be nice having them fixed to be able to spot regressions and
more sneaky bugs in the future.
PS: Note, if you want to reuse the valgrind suppressions file, you'll
probably want to add the objects from your graphics driver. I only added
some for the Nvidia nouveau graphics driver.
--
Ticket URL: <http://developer.wz2100.net/ticket/3395>
Warzone 2100 Trac <http://developer.wz2100.net/>
The Warzone 2100 Project
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