MantisBT - VCMI
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0000927VCMIMechanics - Otherpublic2012-04-12 04:342014-05-30 17:41
q4a 
Tow 
normalcrashhave not tried
closedfixed 
x86WindowsXP SP3
0.88 
0.89 
0000927: Crash on victory
Tested on r2622 with attached map.
You can see crash error on attached image.
VS point the failed assertion to:
E:\prog\vs10exp\VC\crt\src\crt0msg.c:217
    case 1: _CrtDbgBreak(); msgshown = 1; break;

Call stack:
> msvcr100d.dll!_NMSG_WRITE(int rterrnum) Line 217 C
     msvcr100d.dll!abort() Line 61 + 0x7 bytes C
     msvcr100d.dll!_wassert(const wchar_t * expr, const wchar_t * filename, unsigned int lineno) Line 153 C
     VCMI_lib.dll!CGTownInstance::setVisitingHero(CGHeroInstance * h) Line 2382 + 0x3d bytes C++
     VCMI_lib.dll!HeroVisitCastle::applyGs(CGameState * gs) Line 86 C++
     VCMI_lib.dll!CApplyOnGS<HeroVisitCastle>::applyOnGS(CGameState * gs, void * pack) Line 79 C++
     VCMI_lib.dll!CGameState::apply(CPack * pack) Line 1871 + 0x33 bytes C++
     VCMI_server.exe!CGameHandler::sendAndApply(CPackForClient * info) Line 1940 + 0x1c bytes C++
     VCMI_server.exe!CGameHandler::heroVisitCastle(int obj, int heroID) Line 1688 + 0x16 bytes C++
     VCMI_lib.dll!CGTownInstance::onHeroVisit(const CGHeroInstance * h) Line 2034 + 0x2a bytes C++
     VCMI_server.exe!CGameHandler::objectVisited(const CGObjectInstance * obj, const CGHeroInstance * h) Line 4429 + 0x13 bytes C++
     VCMI_server.exe!CGameHandler::visitObjectOnTile(const TerrainTile & t, const CGHeroInstance * h) Line 5089 + 0x1a bytes C++
     VCMI_server.exe!CGameHandler::moveHero(int hid, int3 dst, unsigned char instant, unsigned char asker) Line 1502 C++
     VCMI_server.exe!MoveHero::applyGh(CGameHandler * gh) Line 87 + 0x4a bytes C++
     VCMI_server.exe!CApplyOnGH<MoveHero>::applyOnGH(CGameHandler * gh, CConnection * c, void * pack, unsigned char player) Line 83 C++
     VCMI_server.exe!CGameHandler::handleConnection(std::set<int,std::less<int>,std::allocator<int> > players, CConnection & c) Line 662 + 0x25 bytes C++
     VCMI_server.exe!boost::_mfi::mf2<void,CGameHandler,std::set<int,std::less<int>,std::allocator<int> >,CConnection &>::operator()(CGameHandler * p, std::set<int,std::less<int>,std::allocator<int> > a1, CConnection & a2) Line 280 + 0x41 bytes C++
     VCMI_server.exe!boost::_bi::list3<boost::_bi::value<CGameHandler *>,boost::_bi::value<std::set<int,std::less<int>,std::allocator<int> > >,boost::reference_wrapper<CConnection> >::operator()<boost::_mfi::mf2<void,CGameHandler,std::set<int,std::less<int>,std::allocator<int> >,CConnection &>,boost::_bi::list0>(boost::_bi::type<void> __formal, boost::_mfi::mf2<void,CGameHandler,std::set<int,std::less<int>,std::allocator<int> >,CConnection &> & f, boost::_bi::list0 & a, boost::_bi::type<void> __formal) Line 393 C++
     VCMI_server.exe!boost::_bi::bind_t<void,boost::_mfi::mf2<void,CGameHandler,std::set<int,std::less<int>,std::allocator<int> >,CConnection &>,boost::_bi::list3<boost::_bi::value<CGameHandler *>,boost::_bi::value<std::set<int,std::less<int>,std::allocator<int> > >,boost::reference_wrapper<CConnection> > >::operator()() Line 21 C++
     VCMI_server.exe!boost::detail::thread_data<boost::_bi::bind_t<void,boost::_mfi::mf2<void,CGameHandler,std::set<int,std::less<int>,std::allocator<int> >,CConnection &>,boost::_bi::list3<boost::_bi::value<CGameHandler *>,boost::_bi::value<std::set<int,std::less<int>,std::allocator<int> > >,boost::reference_wrapper<CConnection> > > >::run() Line 62 C++
     VCMI_server.exe!boost::`anonymous namespace'::thread_start_function(void * param) Line 177 C++
     msvcr100d.dll!_callthreadstartex() Line 314 + 0xf bytes C
     msvcr100d.dll!_threadstartex(void * ptd) Line 297 C
     kernel32.dll!7c80b729()
     [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
Load attached map.
Visit blue town.
Log files attached. Console output:
Creating mapHandler: 15
        Unpacking and handling defs: 16
        Preparing FoW, roads, rivers,borders: 94
        Making object rects: 31
Initializing mapHandler (together): 141
Opening VCAI
Loaded VCAI
Player 1 will be lead by VCAI
Opening StupidAI
Loaded Stupid AI 0.1
CStupidAI [070EEC28]: created
CStupidAI [070EEC28]: init called, saving ptr to IBattleCallback
System message: Game has been saved as Newgame_Autosave_2
Assertion failed: !!visitingHero == !h, file e:\game\vcmi\lib\cobjecthandler.cpp
, line 2382
Player 1: I heard that player 1 lost.
VCAI: Player 1 lost. It's me. What a disappointment! :(
No tags attached.
png e1.png (118,475) 2012-04-12 04:34
https://bugs.vcmi.eu/file_download.php?file_id=900&type=bug
png

7z log.7z (6,762) 2012-04-12 04:36
https://bugs.vcmi.eu/file_download.php?file_id=901&type=bug
? t04.h3m (1,443) 2012-04-12 04:37
https://bugs.vcmi.eu/file_download.php?file_id=902&type=bug
Issue History
2012-04-12 04:34q4aNew Issue
2012-04-12 04:34q4aFile Added: e1.png
2012-04-12 04:36q4aFile Added: log.7z
2012-04-12 04:37q4aFile Added: t04.h3m
2012-04-14 07:39TowNote Added: 0002367
2012-04-14 07:39TowStatusnew => resolved
2012-04-14 07:39TowFixed in Version => 0.89
2012-04-14 07:39TowResolutionopen => fixed
2012-04-14 07:39TowAssigned To => Tow
2014-05-30 17:41beegeeStatusresolved => closed

Notes
(0002367)
Tow   
2012-04-14 07:39   
Fixed in r2625.