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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Reply to this item at:
<http://gna.org/bugs/?22358>
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