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IDProjectCategoryView StatusDate SubmittedLast Update
0001020VCMIMechanics - Adventure Mappublic2012-06-26 16:422022-02-10 09:23
Reportermonsignore 
Assigned ToPovelitel 
PrioritynormalSeveritycrashReproducibilityalways
StatusresolvedResolutionfixed 
PlatformOSWindows 7 64-bitOS Version
Product Version0.89 
Target VersionFixed in Version1.next 
Summary0001020: message crash
DescriptionAfter capturing sulfur mine in "All for one" scenario, whhen i tried to use shrine, game crash(but i still can close game closing console window, when i press button in game window it does not react). Also after loading game from save after capturing mine.
After some tries to repeat problem i noticed that problem exists only if i go to shrine in 1 move just after taking a mine, if i move somewhere before, problem does not exist.

EDIT: problem is not with shrine, but with map script. When I go to place next to shrine(which sends a message if not crash, its 20x30 tile) game crashes. And not only sulfur mine cause it, when i go to this place directly after leaving outside marketplace there is the same situation. On the other hand keymaster tent dont cause it.
Steps To Reproducego to 20x30 tile directly after visiting other object.
TagsNo tags attached.
Attached Files

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-  Notes
(0002769)
Ivan (developer)
2012-06-26 18:40

Can confirm.
Start map, go to southeast through garrison
capture mine and go to spell shrine

This results in some kind of deadlock:
Client::run thread stuck here:

while(showingDialog->data)
showingDialog->cond.wait(un);

2 CPlayerInterface::waitWhileDialog(this=0x7fffdff90260, unlockPim=true)
    at client/CPlayerInterface.cpp:1441
3 CPlayerInterface::heroMoved (this=0x7fffdff90260, details=...)
    at client/CPlayerInterface.cpp:226
4 CPlayerInterface::heroMoved(TryMoveHero const&)
    at client/CPlayerInterface.cpp:1998
5 TryMoveHero::applyCl (this=0x7fffc8a987b0, cl=0x7fffdf5a3130)
    at client/NetPacksClient.cpp:386

GuiHandler::run is here:

while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
stillMoveHero.cond.wait(un);

2 CPlayerInterface::moveHero (this=0x7fffdff90260, h=0x7fffdf896830, path=...)
    at client/CPlayerInterface.cpp:1254
3 CAdvMapInt::tileLClicked (this=0x7fffdff90560, mapPos=...)
    at client/CAdvmapInterface.cpp:1178
(0007443)
Povelitel (updater)
2018-03-01 16:17

What color need to start? I could not do it again
(0008052)
Povelitel (updater)
2022-02-10 09:23

A deprecated problem when the hero got to the event. Not repeating now

- Issue History
Date Modified Username Field Change
2012-06-26 16:42 monsignore New Issue
2012-06-26 18:40 Ivan Note Added: 0002769
2012-06-26 18:41 Ivan Status new => confirmed
2018-03-01 16:17 Povelitel Note Added: 0007443
2022-02-10 09:23 Povelitel Note Added: 0008052
2022-02-10 09:23 Povelitel Status confirmed => resolved
2022-02-10 09:23 Povelitel Fixed in Version => 1.next
2022-02-10 09:23 Povelitel Resolution open => fixed
2022-02-10 09:23 Povelitel Assigned To => Povelitel

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