MantisBT

View Issue Details Jump to Notes ] Issue History ] Print ]
IDProjectCategoryView StatusDate SubmittedLast Update
0001314VCMIOtherpublic2013-06-10 14:242023-11-21 17:54
Reporternicoly 
Assigned To 
PrioritynormalSeverityminorReproducibilityunable to reproduce
StatusclosedResolutionunable to reproduce 
Platformamd64OSDebianOS VersionJessie
Product Version0.93 
Target VersionFixed in Version 
Summary0001314: Hanged occasionaly.
DescriptionAfter somewhat long playing game hanged while battle w/ AI.

In terminal i had:

$ int3 CGameInfoCallback::guardingCreaturePosition(int3) const: Tile is not visible!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
Warning: an orphaned child!
int3 CGameInfoCallback::guardingCreaturePosition(int3) const: Tile is not visible!
Saving lib part of game...
        Saving header
        Saving options
        Saving handlers
        Saving gamestate
System message: Game has been saved as Saves/Autosave_3
Saving lib part of game...
        Saving header
        Saving options
        Saving handlers
        Saving gamestate
System message: Game has been saved as Saves/Autosave_4
int3 CGameInfoCallback::guardingCreaturePosition(int3) const: Tile is not visible!
Saving lib part of game...
        Saving header
        Saving options
        Saving handlers
        Saving gamestate
System message: Game has been saved as Saves/Autosave_4
int3 CGameInfoCallback::guardingCreaturePosition(int3) const: Tile is not visible!
Saving lib part of game...
        Saving header
        Saving options
        Saving handlers
        Saving gamestate
System message: Game has been saved as Saves/Autosave_5
Unrecognized trigger effect type 3019
Unrecognized trigger effect type 3019
Warning: an orphaned child!
Saving lib part of game...
        Saving header
        Saving options
        Saving handlers
        Saving gamestate
System message: Game has been saved as Saves/Autosave_5
int3 CGameInfoCallback::guardingCreaturePosition(int3) const: Tile is not visible!
Error: accessing unavailable frame 0:2 in CAnimation!
Error: accessing unavailable frame 0:2 in CAnimation!
Error: accessing unavailable frame 0:2 in CAnimation!
Saving lib part of game...
        Saving header
        Saving options
        Saving handlers
        Saving gamestate
System message: Game has been saved as Saves/Autosave_1
int3 CGameInfoCallback::guardingCreaturePosition(int3) const: Tile is not visible!
int3 CGameInfoCallback::guardingCreaturePosition(int3) const: Tile is not visible!
Saving lib part of game...
        Saving header
        Saving options
        Saving handlers
        Saving gamestate
System message: Game has been saved as Saves/Autosave_1
Saving lib part of game...
        Saving header
        Saving options
        Saving handlers
        Saving gamestate
System message: Game has been saved as Saves/Autosave_2
int3 CGameInfoCallback::guardingCreaturePosition(int3) const: Tile is not visible!
Saving lib part of game...
        Saving header
        Saving options
        Saving handlers
        Saving gamestate
System message: Game has been saved as Saves/Autosave_2
Saving lib part of game...
        Saving header
        Saving options
        Saving handlers
        Saving gamestate
System message: Game has been saved as Saves/Autosave_3
Saving lib part of game...
        Saving header
        Saving options
        Saving handlers
        Saving gamestate
System message: Game has been saved as Saves/Autosave_3
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
battleGetStackByPos called when no battle!
Warning: an orphaned child!
battleGetAllStacks called when no battle!
battleGetAllObstacles called when no battle!
battleGetAllObstacles called when no battle!
int3 CGameInfoCallback::guardingCreaturePosition(int3) const: Tile is not visible!
Warning: an orphaned child!

$ killall vcmiclient
$ killall -9 vcmiclient
TagsR1
Attached Filestxt file icon VCMI_Client_log.txt [^] (4,178,512 bytes) 2013-06-10 14:24
txt file icon VCMI_Server_log.txt [^] (3,120,966 bytes) 2013-06-10 14:25
txt file icon server_log.txt [^] (37,524 bytes) 2013-06-10 14:26 [Show Content]

- Relationships

-  Notes
(0007556)
hkoehler (developer)
2018-04-02 08:27
edited on: 2018-04-02 08:30

Experienced similar bug message (Unrecognized trigger effect type 5) and occasional hang-up. Bug message (but not hang-up) seems easy to reproduce by just skipping a couple of turns.

Stack trace:
#0 0x00007f3166410d06 in BattleTriggerEffect::applyGs (this=0x7f315ff159d0, gs=0x336f3a0) at /home/hkoehler/dev/vcmi/vcmi/lib/NetPacksLib.cpp:1311
#1 0x00007f31663142f0 in CApplyOnGS<BattleTriggerEffect>::applyOnGS (this=0x21509a0, gs=0x336f3a0, pack=0x7f315ff159d0) at /home/hkoehler/dev/vcmi/vcmi/lib/CGameState.cpp:63
0000002 0x00007f31662de8a5 in CGameState::apply (this=0x336f3a0, pack=0x7f315ff159d0) at /home/hkoehler/dev/vcmi/vcmi/lib/CGameState.cpp:1958
0000003 0x00000000005228d8 in CGameHandler::sendAndApply (this=0x32fe4d8, info=0x7f315ff159d0) at /home/hkoehler/dev/vcmi/vcmi/server/CGameHandler.cpp:2792
0000004 0x000000000053e3af in CGameHandler::runBattle (this=0x32fe4d8) at /home/hkoehler/dev/vcmi/vcmi/server/CGameHandler.cpp:6306

where the request code ending in line 6306 in CGameHandler.cpp is:

BattleTriggerEffect bte;
bte.stackID = next->ID;
bte.effect = Bonus::MORALE;
bte.val = 1;
bte.additionalInfo = 0;
sendAndApply(&bte); //play animation

Eventually this is handled here:

DLL_LINKAGE void BattleTriggerEffect::applyGs(CGameState *gs)
{
    CStack * st = gs->curB->getStack(stackID);
    assert(st);
    switch(effect)
    {
    case Bonus::HP_REGENERATION:
    {
        int64_t toHeal = val;
        st->heal(toHeal, EHealLevel::HEAL, EHealPower::PERMANENT);
        break;
    }
    case Bonus::MANA_DRAIN:
    {
        CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
        st->drainedMana = true;
        h->mana -= val;
        vstd::amax(h->mana, 0);
        break;
    }
    case Bonus::POISON:
    {
        auto b = st->getBonusLocalFirst(Selector::source(Bonus::SPELL_EFFECT, SpellID::POISON)
                .And(Selector::type(Bonus::STACK_HEALTH)));
        if (b)
            b->val = val;
        break;
    }
    case Bonus::ENCHANTER:
        break;
    case Bonus::FEAR:
        st->fear = true;
        break;
    default:
        logNetwork->error("Unrecognized trigger effect type %d", effect);
    }
}

(0008863)
Povelitel (updater)
2023-11-21 17:54

Using NullkillerAI by default is no longer relevant.
Try the latest release if you suddenly see this message

- Issue History
Date Modified Username Field Change
2013-06-10 14:24 nicoly New Issue
2013-06-10 14:24 nicoly File Added: VCMI_Client_log.txt
2013-06-10 14:25 nicoly File Added: VCMI_Server_log.txt
2013-06-10 14:26 nicoly File Added: server_log.txt
2018-04-02 08:27 hkoehler Note Added: 0007556
2018-04-02 08:30 hkoehler Note Edited: 0007556 View Revisions
2022-03-22 17:41 Povelitel Tag Attached: R1
2023-11-21 17:54 Povelitel Note Added: 0008863
2023-11-21 17:54 Povelitel Status new => closed
2023-11-21 17:54 Povelitel Resolution open => unable to reproduce

Site | Forums | Wiki | Slack | GitHub


Copyright © 2000 - 2024 MantisBT Team
Hosting provided by DigitalOcean