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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002415 | VCMI | GUI - Battles | public | 2016-02-16 17:20 | 2022-04-12 10:47 | ||||
Reporter | San Zamoyski | ||||||||
Assigned To | SXX | ||||||||
Priority | normal | Severity | crash | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | 64 | OS | Linux Mint | OS Version | KDE 17.3 | ||||
Product Version | |||||||||
Target Version | Fixed in Version | 0.99 | |||||||
Summary | 0002415: Crash on castle battle | ||||||||
Description | Hi! I'm getting crash while fighting in town. gdb attached in additional information. ------------------ vcmiclient -v Starting... VCMI 0.98g game data: /usr/share/vcmi:/usr/share//vcmi:/usr/local/share//vcmi:/usr/share/kde-plasma/vcmi:/usr/share/vcmi libraries: /usr/lib/x86_64-linux-gnu/vcmi server: /usr/games/vcmiserver user data: /home/san/.local/share/vcmi user cache: /home/san/.cache/vcmi user config: /home/san/.config/vcmi user saves: /home/san/.local/share/vcmi/Saves ------------------- Regards | ||||||||
Steps To Reproduce | Load game (attached). Go fight. | ||||||||
Additional Information | san@sammie-mint:~ > gdb vcmiclient GNU gdb (Ubuntu 7.7.1-0ubuntu5~14.04.2) 7.7.1 Copyright (C) 2014 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html> [^] This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "x86_64-linux-gnu". Type "show configuration" for configuration details. For bug reporting instructions, please see: <http://www.gnu.org/software/gdb/bugs/>. [^] Find the GDB manual and other documentation resources online at: <http://www.gnu.org/software/gdb/documentation/>. [^] For help, type "help". Type "apropos word" to search for commands related to "word"... Reading symbols from vcmiclient...Reading symbols from /usr/lib/debug/.build-id/29/cf5756e21f81785cae68c42f075bbe1182bdaf.debug...done. done. (gdb) run Starting program: /usr/games/vcmiclient [Thread debugging using libthread_db enabled] Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1". Starting... [New Thread 0x7fffe744f700 (LWP 14889)] Creating console and configuring logger: 16 The log file will be saved to "/home/san/.cache/vcmi/VCMI_Client_log.txt" Initialization: 11 Data loading: 129 Mod handler: 0 Mod filesystems: 48 Basic initialization: 190 Initialized logging system based on settings successfully. Loading settings: 193 VCMI 0.98g (client) [New Thread 0x7fffe6854700 (LWP 14890)] [New Thread 0x7fffdc0b8700 (LWP 14891)] [New Thread 0x7fffd767e700 (LWP 14892)] Found 3 render drivers opengl (active) opengles2 software [Thread 0x7fffd767e700 (LWP 14892) exited] Created renderer opengl Initializing screen: 210 Initializing video: 85 [New Thread 0x7fffd767e700 (LWP 14896)] Initializing screen and sound handling: 4 [New Thread 0x7fffdb100700 (LWP 14897)] Bonus type handler: 18 General text handler: 19 Hero handler: 8 Artifact handler: 0 Creature handler: 1 Town handler: 0 Object handler: 0 Object types information handler: 0 Spell handler: 0 Terrain view pattern handler: 5 Template handler: 0 Initializing handlers: 54 Initializing content handler: 448 ms [ecad7462] Original game files [18d66599] VCMI essential files [b2b44abe] High-res Menu [d2f70049] Default templates [c062ec1f] Analogy [6f38eb5d] Clash of Dragons [2e187b77] Coldshadow's Fantasy [7c9e2782] Golden Ring [82f5b9e9] Jebus Cross [6f43bde0] Upgrade Parsing mod data: 144 ms [SKIP] Original game files [SKIP] VCMI essential files [SKIP] High-res Menu [SKIP] Default templates [SKIP] Analogy [SKIP] Clash of Dragons [SKIP] Coldshadow's Fantasy [SKIP] Golden Ring [SKIP] Jebus Cross [SKIP] Upgrade Loading mod data: 292ms Resolving identifiers: 32 ms No templates found for 38:1 No templates found for 49:1 No templates found for 70:0 No templates found for 79:7 No templates found for 90:1 No templates found for 100:1 No templates found for 103:1 No templates found for 113:1 No templates found for 172:0 No templates found for 186:0 No templates found for 189:0 Handlers post-load finalization: 44 ms All game content loaded in 961 ms Initializing VCMI_Lib: 1025 Loading and transforming heroes' flags: 191 Screen handler: 217 Main graphics: 124 Initializing game graphics: 343 Message handler: 11 Initialization of VCMI (together): 1893 [Thread 0x7fffdb100700 (LWP 14897) exited] Blocking buttons from 1 [New Thread 0x7fffdb100700 (LWP 14945)] Loading procedure started! [New Thread 0x7fffda144700 (LWP 14946)] Setting up thread calling server: 0 Loading lib part of game... Reading header Reading options Reading handlers Desync found! Position: 288319 Reading gamestate Loaded common part of save 831 Preparing FoW, roads, rivers,borders: 68 Making object rects: 255 Initing maphandler: 334 No templates found for 38:1 No templates found for 49:1 No templates found for 70:0 No templates found for 79:7 No templates found for 90:1 No templates found for 100:1 No templates found for 103:1 No templates found for 113:1 No templates found for 172:0 No templates found for 186:0 No templates found for 189:0 Waiting for server: 15 Establishing connection... Found endpoints: 0: 127.0.0.1:3030 Trying connection to 127.0.0.1:3030 (0) Established connection with VCMI 0.98g (server) Connecting to the server: 7 Server opened savegame properly. CLIENTPLAYERS: 0 1 2 4 255 ENDCLIENTPLAYERS Opening VCAI Loaded VCAI Engine: InputVariable: OurShooters enabled: true range: 0.000 1.000 term: FEW Ramp 0.600 0.000 term: MANY Ramp 0.400 1.000 InputVariable: OurWalkers enabled: true range: 0.000 1.000 term: FEW Ramp 0.600 0.000 term: MANY Ramp 0.400 1.000 InputVariable: OurFlyers enabled: true range: 0.000 1.000 term: FEW Ramp 0.600 0.000 term: MANY Ramp 0.400 1.000 InputVariable: EnemyShooters enabled: true range: 0.000 1.000 term: FEW Ramp 0.600 0.000 term: MANY Ramp 0.400 1.000 InputVariable: EnemyWalkers enabled: true range: 0.000 1.000 term: FEW Ramp 0.600 0.000 term: MANY Ramp 0.400 1.000 InputVariable: EnemyFlyers enabled: true range: 0.000 1.000 term: FEW Ramp 0.600 0.000 term: MANY Ramp 0.400 1.000 InputVariable: OurSpeed enabled: true range: 0.000 25.000 term: LOW Ramp 6.500 3.000 term: MEDIUM Triangle 5.500 8.000 10.500 term: HIGH Ramp 8.500 16.000 InputVariable: EnemySpeed enabled: true range: 0.000 25.000 term: LOW Ramp 6.500 3.000 term: MEDIUM Triangle 5.500 8.000 10.500 term: HIGH Ramp 8.500 16.000 InputVariable: CastleWalls enabled: true range: 0.000 3.000 term: NONE Rectangle 0.000 0.500 term: MEDIUM Trapezoid 0.500 1.000 2.000 2.500 term: HIGH Ramp 1.900 3.000 InputVariable: Bank enabled: true range: 0.000 1.000 term: FALSE Rectangle 0.000 0.500 term: TRUE Rectangle 0.500 1.000 OutputVariable: Threat enabled: true range: 0.500 1.500 accumulation: AlgebraicSum defuzzifier: Centroid 200 default: nan lock-previous: false lock-range: false term: LOW Ramp 1.000 0.500 term: MEDIUM Triangle 0.800 1.000 1.200 term: HIGH Ramp 1.000 1.500 RuleBlock: enabled: true conjunction: Minimum disjunction: Maximum activation: Minimum rule: if OurShooters is MANY and EnemySpeed is LOW then Threat is LOW rule: if OurShooters is MANY and EnemyShooters is FEW then Threat is LOW rule: if OurSpeed is LOW and EnemyShooters is MANY then Threat is HIGH rule: if OurSpeed is HIGH and EnemyShooters is MANY then Threat is LOW rule: if OurWalkers is FEW and EnemyShooters is MANY then Threat is somewhat LOW rule: if OurShooters is MANY and EnemySpeed is HIGH then Threat is somewhat HIGH rule: if OurShooters is FEW and EnemySpeed is HIGH then Threat is MEDIUM rule: if EnemySpeed is MEDIUM then Threat is MEDIUM rule: if EnemySpeed is LOW and OurShooters is FEW then Threat is MEDIUM rule: if Bank is TRUE and OurShooters is MANY then Threat is somewhat HIGH rule: if Bank is TRUE and EnemyShooters is MANY then Threat is LOW rule: if CastleWalls is HIGH and OurWalkers is MANY then Threat is very HIGH rule: if CastleWalls is HIGH and OurFlyers is MANY and OurShooters is MANY then Threat is MEDIUM rule: if CastleWalls is MEDIUM and OurShooters is MANY and EnemyWalkers is MANY then Threat is LOW Engine: InputVariable: strengthRatio enabled: true range: 0.000 4.500 term: LOW Ramp 1.500 0.000 term: HIGH Ramp 1.500 4.500 InputVariable: heroStrength enabled: true range: 0.000 1.000 term: LOW Ramp 0.200 0.000 term: MEDIUM Triangle 0.200 0.500 0.800 term: HIGH Ramp 0.500 1.000 InputVariable: turnDistance enabled: true range: 0.000 3.000 term: SMALL Ramp 0.500 0.000 term: MEDIUM Triangle 0.100 0.450 0.800 term: LONG Ramp 0.500 3.000 InputVariable: lockedMissionImportance enabled: true range: 0.000 5.000 term: LOW Ramp 2.500 0.000 term: MEDIUM Triangle 2.000 2.500 3.000 term: HIGH Ramp 2.500 5.000 OutputVariable: Value enabled: true range: 0.000 5.000 accumulation: AlgebraicSum defuzzifier: Centroid 200 default: nan lock-previous: false lock-range: false term: LOW Ramp 2.500 0.000 term: MEDIUM Triangle 2.000 2.500 3.000 term: HIGH Ramp 2.500 5.000 RuleBlock: enabled: true conjunction: Minimum disjunction: Maximum activation: Minimum rule: if strengthRatio is HIGH and heroStrength is LOW then Value is very HIGH rule: if strengthRatio is HIGH and heroStrength is MEDIUM then Value is somewhat HIGH rule: if strengthRatio is HIGH and heroStrength is HIGH then Value is somewhat LOW rule: if strengthRatio is LOW and heroStrength is LOW then Value is very LOW rule: if strengthRatio is LOW and heroStrength is MEDIUM then Value is somewhat HIGH rule: if strengthRatio is LOW and heroStrength is HIGH then Value is LOW rule: if lockedMissionImportance is HIGH then Value is very LOW rule: if lockedMissionImportance is MEDIUM then Value is somewhat LOW rule: if lockedMissionImportance is LOW then Value is HIGH rule: if turnDistance is SMALL then Value is HIGH rule: if turnDistance is MEDIUM then Value is MEDIUM rule: if turnDistance is LONG then Value is LOW Opening VCAI Loaded VCAI Opening VCAI Loaded VCAI Opening StupidAI Loaded Stupid AI 0.1 Loaded client part of save 143 Sent info to server: 0 [New Thread 0x7fffd938e700 (LWP 14951)] [Thread 0x7fffdb100700 (LWP 14945) exited] Warning: IntObject re-activated with mismatching used and active [New Thread 0x7fffdb100700 (LWP 14952)] [Thread 0x7fffdb100700 (LWP 14952) exited] Arrow Tower doesn't have a base stack! Arrow Tower doesn't have a base stack! Arrow Tower doesn't have a base stack! Catapult doesn't have a base stack! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Opening StupidAI Loaded Stupid AI 0.1 Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! [New Thread 0x7fffdb100700 (LWP 14955)] [Thread 0x7fffdb100700 (LWP 14955) exited] Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! [New Thread 0x7fffdb100700 (LWP 14956)] [Thread 0x7fffdb100700 (LWP 14956) exited] Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Error: accessing unavailable frame 0:151 in CAnimation! Program received signal SIGSEGV, Segmentation fault. 0x00007ffff68397f5 in ?? () from /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0 | ||||||||
Tags | No tags attached. | ||||||||
Attached Files | CiC.vcgm1.rar [^] (583,349 bytes) 2016-02-16 17:20 ATR.rar [^] (587,130 bytes) 2016-02-17 14:35 segfault.tgz [^] (1,460,769 bytes) 2016-04-13 11:06 | ||||||||
Relationships | |||||||||||
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Notes | |
(0006435) San Zamoyski (reporter) 2016-02-17 14:36 |
ATR (save) is another situation i get segfault: Opening StupidAI Loaded Stupid AI 0.1 [New Thread 0x7fffdb100700 (LWP 20934)] [Thread 0x7fffdb100700 (LWP 20934) exited] [New Thread 0x7fffdb100700 (LWP 20935)] [Thread 0x7fffdb100700 (LWP 20935) exited] Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffd959b700 (LWP 20827)] 0x00007ffff6836bfc in ?? () from /usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0 |
(0006436) SXX (administrator) 2016-02-19 08:03 |
Is it crash every time for you? If yes can you try to set AI to "BattleAI" in launcher and check if it's crashing too? |
(0006437) SXX (administrator) 2016-02-19 08:05 |
One more question. When you first encounter crash was drawbridge already there (opening / closing) or no? I wonder as it's may be my latest branch introduced that crash. |
(0006444) SXX (administrator) 2016-02-22 18:25 |
Yep I think my last changed to branch wasn't good enough sadly. Going to fix it soon. |
(0006479) SXX (administrator) 2016-03-14 07:47 |
Should now always work properly: https://github.com/vcmi/vcmi/commit/af05b025e7bb76294e6947bcdc9ac8c86a176d44 [^] |
(0006500) occulkot (reporter) 2016-04-13 11:09 |
got similar issue after heroes (elleshar the druid or wystan the beastmaster ) succesfuly conquers the towns saves and logs included os archlinux vcmi-git compiled from rev 2e70d29 VCMI 0.98h game data: /usr/share/vcmi:/usr/share/:/usr/local/share/ libraries: /usr/lib/vcmi server: /usr/bin/vcmiserver user data: /home/occulkot/.local/share/vcmi user cache: /home/occulkot/.cache/vcmi user config: /home/occulkot/.config/vcmi user saves: /home/occulkot/.local/share/vcmi/Saves |
Issue History | |||
Date Modified | Username | Field | Change |
2016-02-16 17:20 | San Zamoyski | New Issue | |
2016-02-16 17:20 | San Zamoyski | File Added: CiC.vcgm1.rar | |
2016-02-17 14:35 | San Zamoyski | File Added: ATR.rar | |
2016-02-17 14:36 | San Zamoyski | Note Added: 0006435 | |
2016-02-19 08:03 | SXX | Note Added: 0006436 | |
2016-02-19 08:05 | SXX | Note Added: 0006437 | |
2016-02-19 08:05 | SXX | Assigned To | => SXX |
2016-02-19 08:05 | SXX | Status | new => feedback |
2016-02-22 18:25 | SXX | Note Added: 0006444 | |
2016-02-22 18:25 | SXX | Status | feedback => assigned |
2016-03-14 07:47 | SXX | Note Added: 0006479 | |
2016-03-14 07:47 | SXX | Status | assigned => resolved |
2016-03-14 07:47 | SXX | Fixed in Version | => 0.99 |
2016-03-14 07:47 | SXX | Resolution | open => fixed |
2016-04-13 11:06 | occulkot | File Added: segfault.tgz | |
2016-04-13 11:09 | occulkot | Note Added: 0006500 | |
2016-07-05 13:27 | AVS | Relationship added | related to 0002442 |
2016-07-23 07:54 | AVS | Relationship added | related to 0002449 |
2022-04-12 10:47 | Povelitel | Status | resolved => closed |
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