Update of bug #13003 (project wesnoth):
Item Group: None => None of the others
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Follow-up Comment #2:
I can reliably recreate this and have attached a savegame to do so. A bit
tricky, what you need to do is move both units up 1 space, end you turn, and
let the ai all complete their turns. Then use the 'back to start' option to
return to the previous turn, move both your units up again and end your turn.
On the last opponent's turn you should get a segfault or assert failure.
Tracked this down to a problem with ai_manager and have committed a
workaround for it. The problem is that when you do the back to start, the ai
manager allows some of its managed ais to persist (which is by design). It
will then reuse those ais on the next turn, the problem is that the ais
maintain some dangling references to the previous gamestate information (e.g.
unit_map, teams vector, etc.) and eventually try to access it.
(file #5312)
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Additional Item Attachment:
File name: LOW-The_Chief_must_die---hopman.gz Size:87 KB
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