Follow-up Comment #5, bug #18534 (project wesnoth):

Another gdb backtrace which I just got with r51443. It shows that backtraces
are (afaik) completely useless here since they vary randomly.

Program received signal SIGSEGV, Segmentation fault.
0x0090c83e in malloc_consolidate (av=<value optimized out>) at malloc.c:5152
5152    malloc.c: No such file or directory.
        in malloc.c
(gdb) bt
#0  0x0090c83e in malloc_consolidate (av=<value optimized out>) at
malloc.c:5152
#1  0x0090eafd in _int_malloc (av=<value optimized out>, bytes=<value
optimized out>) at malloc.c:4372
#2  0x00910f9c in *__GI___libc_malloc (bytes=512) at malloc.c:3660
#3  0x00823c07 in operator new(unsigned int) () from /usr/lib/libstdc++.so.6
#4  0x083821a4 in __gnu_cxx::new_allocator<boost::shared_ptr<wb::action>
>::allocate (this=0xae97c220, __n=64)
    at /usr/include/c++/4.4/ext/new_allocator.h:89
#5  0x0838203f in std::_Deque_base<boost::shared_ptr<wb::action>,
std::allocator<boost::shared_ptr<wb::action> > >::_M_allocate_node
(this=0xae97c220)
    at /usr/include/c++/4.4/bits/stl_deque.h:444
#6  0x08381d73 in std::_Deque_base<boost::shared_ptr<wb::action>,
std::allocator<boost::shared_ptr<wb::action> > >::_M_create_nodes
(this=0xae97c220, 
    __nstart=0xace7853c, __nfinish=0xace78540) at
/usr/include/c++/4.4/bits/stl_deque.h:538
#7  0x083818aa in std::_Deque_base<boost::shared_ptr<wb::action>,
std::allocator<boost::shared_ptr<wb::action> > >::_M_initialize_map
(this=0xae97c220, 
    __num_elements=0) at /usr/include/c++/4.4/bits/stl_deque.h:512
#8  0x083837e2 in _Deque_base (this=0xae97c220) at
/usr/include/c++/4.4/bits/stl_deque.h:375
#9  0x083832ad in deque (this=0xae97c220) at
/usr/include/c++/4.4/bits/stl_deque.h:691
#10 0x083826c5 in mapbuilder (this=0xae97c218, unit_map=...) at
src/whiteboard/mapbuilder.cpp:40
#11 0x0837acdf in wb::manager::set_planned_unit_map (this=0xaecc6968) at
src/whiteboard/manager.cpp:998
#12 0x0837b0fa in scoped_planned_unit_map (this=0xbfffd86f) at
src/whiteboard/manager.cpp:1054
#13 0x080d9923 in game_display::draw_sidebar (this=0xb13ce250) at
src/game_display.cpp:436
#14 0x088bdea4 in display::draw (this=0xb13ce250, update=true, force=false)
at src/display.cpp:1991
#15 0x084b2c34 in controller_base::play_slice (this=0xbfffe0d4,
is_delay_enabled=true) at src/controller_base.cpp:247
#16 0x0825c7d3 in playsingle_controller::play_human_turn (this=0xbfffe0d4) at
src/playsingle_controller.cpp:712
#17 0x0825c076 in playsingle_controller::play_side (this=0xbfffe0d4,
team_index=1, save=true) at src/playsingle_controller.cpp:637
#18 0x0825bdec in playsingle_controller::play_turn (this=0xbfffe0d4,
save=true) at src/playsingle_controller.cpp:591
#19 0x0825a6b2 in playsingle_controller::play_scenario (this=0xbfffe0d4,
story=..., skip_replay=false) at src/playsingle_controller.cpp:392
#20 0x0824cc76 in playsingle_scenario (game_config=..., level=0xbfffead4,
disp=..., state_of_game=..., story=..., skip_replay=false, end_level=...)
    at src/playcampaign.cpp:130
#21 0x0824fe04 in play_game (disp=..., gamestate=..., game_config=...,
io_type=IO_NONE, skip_replay=false) at src/playcampaign.cpp:365
#22 0x080ca507 in game_controller::launch_game (this=0x8f0f988,
reload=game_controller_abstract::RELOAD_DATA) at src/game_controller.cpp:1267
#23 0x0806550d in do_gameloop (argc=3, argv=0xbffff454) at src/game.cpp:573
#24 0x080658c6 in main (argc=3, argv=0xbffff454) at src/game.cpp:627

I also ran it under valgrind: no error messages, unfortunately. Commenting
the line wb::scoped_planned_unit_map future; in void
game_display::draw_sidebar() in game_display.cpp changes nothing it seems.

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