URL:
  <http://gna.org/bugs/?22358>

                 Summary: animation segfaults when playing a second game
                 Project: Battle for Wesnoth
            Submitted by: involution
            Submitted on: Thu 17 Jul 2014 06:40:49 PM UTC
                Category: Bug
                Severity: 3 - Normal
                Priority: 5 - Normal
              Item Group:  None of the others
                  Status: None
                 Privacy: Public
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any
                 Release: 1.13.0-dev
        Operating System: Linux Mint 16

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Details:

When playing a second game in the same session of wesnoth executable,
segfaults observed in the animation engine, in the unit filter code. 

I'm pretty sure this is due to animations holding the "cached" unit filter
now, a change I made in this commit,
https://github.com/wesnoth/wesnoth/commit/3dc0d7364fd07d3f13c6bd9d40381800f9d9f945

and the filter context pointers not being updated when a new game is loaded.
My plan is either to create an "update cached animations" phase in the play
controller loading which updates these pointers, or simply revert the change
and don't cache the constructed unit filter objects in the animation code (but
I'd rather not do that, unless this look too hard.)




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