Update of bug #18921 (project wesnoth):

                Severity:             5 - Blocker => 3 - Normal             

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Follow-up Comment #2:

I just found what might be a more deterministic approach to reproducing this
bug, although the stack frames starting at unit_animator::wait_for_end() (at
src/unit_animation.cpp:1133) may vary for one or another reason.

It's very likely this bug is really a race condition of sorts caused by the
Create Unit action in debug mode, which is why I undid the severity switch.

- Start the test scenario.
- Bring up the Preferences dialog, enable Accelerated mode and set the
acceleration factor below 1x in order to slow down recruited animations (which
are triggered by Create Unit)
- Choose any visible vacant hex and spawn a Blood Bat using the Create Unit
action; quickly create a new unit on the same hex *before* the Bat's recruited
animation finishes. This is rather easy to do, since the dialog remembers its
last choice and Enter can be used instead of clicking n Okay.
- Repeat the previous step combined with a quick click on the target hex --
the game should crash after the second attempt, but that's not necessarily
guaranteed.

The problem with this is that it might be a symptom of a different problem
and not necessarily a debug-mode-specific bug. It's hard to say since the
exact cause isn't clear to me yet; when I originally reproduced the bug, I
wasn't creating units too quickly nor on the same hex, but they were indeed
being "recruited", used to attack, and destroyed rather quickly, albeit with
an animation acceleration factor of 1.7x.

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