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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0002972 | VCMI | Random Map Generator | public | 2018-07-17 11:33 | 2023-10-28 20:51 | ||||||||
Reporter | Warmonger | ||||||||||||
Assigned To | SXX | ||||||||||||
Priority | normal | Severity | block | Reproducibility | sometimes | ||||||||
Status | resolved | Resolution | fixed | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 1.next | ||||||||||||
Target Version | Fixed in Version | 1.3.2 | |||||||||||
Summary | 0002972: RMG crashes | ||||||||||||
Description | I have several issues with RMG in my build going to dump them here. | ||||||||||||
Tags | No tags attached. | ||||||||||||
Attached Files | image.png [^] (15,243 bytes) 2018-07-19 05:16
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Notes | |
(0007590) Warmonger (administrator) 2018-07-17 11:34 edited on: 2018-07-17 11:40 |
When creating random map with default options, get access violation at AI player 2: bool CGameState::isVisible(int3 pos, PlayerColor player) { if(player == PlayerColor::NEUTRAL) return false; if(player.isSpectator()) return true; return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z]; } On second try, it crashed at player 4. |
(0007591) Warmonger (administrator) 2018-07-17 11:40 edited on: 2018-07-17 11:43 |
Unit tests fail with team mismatch: [----------] 2 tests from MapManager [ RUN ] MapManager.DrawTerrain_Type [ OK ] MapManager.DrawTerrain_Type (96 ms) [ RUN ] MapManager.DrawTerrain_View [ OK ] MapManager.DrawTerrain_View (9 ms) [----------] 2 tests from MapManager (105 ms total) [----------] 3 tests from MapFormat [ RUN ] MapFormat.Random e:\programowanie\vcmi\source\test\map\mapcomparer.cpp(87): error: Expected: actual.team Which is: 1-byte object <00> To be equal to: expected.team Which is: 1-byte object <03> Google Test trace: e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(69): MapFormat_Random saved e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(67): MapFormat_Random serialized e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(60): MapFormat_Random generated e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(42): MapFormat_Random start e:\programowanie\vcmi\source\test\map\mapcomparer.cpp(87): error: Expected: actual.team Which is: 1-byte object <03> To be equal to: expected.team Which is: 1-byte object <00> Google Test trace: e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(69): MapFormat_Random saved e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(67): MapFormat_Random serialized e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(60): MapFormat_Random generated e:\programowanie\vcmi\source\test\map\cmapformattest.cpp(42): MapFormat_Random start [ FAILED ] MapFormat.Random (949 ms) [ RUN ] MapFormat.Objects [ OK ] MapFormat.Objects (443 ms) [ RUN ] MapFormat.Terrain [ OK ] MapFormat.Terrain (20 ms) [----------] 3 tests from MapFormat (1412 ms total) This result is consistent after multiple tests. |
(0007592) Warmonger (administrator) 2018-07-17 13:25 |
Daily builds also crash RMG, in different ways but not always. Regular game works fine. |
(0007593) AVS (administrator) 2018-07-17 13:31 |
Test failure indicates problem in map format |
(0007594) Warmonger (administrator) 2018-07-17 13:35 |
Right, but why it is working for everyone else? |
(0007595) AVS (administrator) 2018-07-17 13:37 |
Might be compiler-dependent |
(0007596) Warmonger (administrator) 2018-07-17 13:59 |
Sometimes (for a second time now) map is generated, but contains no monsters. Might be an issue with "monster strength" blinking buttons. |
(0007598) Warmonger (administrator) 2018-07-19 05:12 |
Map is generated correctly if you set SPECIFIC number of players in options Not random In CVCMIServer::prepareToStartGame() si always contains infos about 8 players Game crashes if there are less This snippet in lobby defaults to 8 players at random setting // Generate player information mapInfo->mapHeader->players.clear(); int playersToGen = PlayerColor::PLAYER_LIMIT_I; if(mapGenOptions->getPlayerCount() != CMapGenOptions::RANDOM_SIZE) playersToGen = mapGenOptions->getPlayerCount(); mapInfo->mapHeader->howManyTeams = playersToGen; for(int i = 0; i < playersToGen; ++i) { PlayerInfo player; player.isFactionRandom = true; player.canComputerPlay = true; if(mapGenOptions->getCompOnlyPlayerCount() != CMapGenOptions::RANDOM_SIZE && i >= mapGenOptions->getHumanOnlyPlayerCount()) { player.canHumanPlay = false; } else { player.canHumanPlay = true; } player.team = TeamID(i); player.hasMainTown = true; player.generateHeroAtMainTown = true; mapInfo->mapHeader->players.push_back(player); } mapInfoChanged(mapInfo, mapGenOptions); |
(0007599) Warmonger (administrator) 2018-07-19 05:15 |
However, monster strength buttons are also broken as a separate issue monsterStrength grows by 2 every time this function is entered Buttons are stored in a map, so they grow when adresed incorrectly Uploaded image from debugger. |
Issue History | |||
Date Modified | Username | Field | Change |
2018-07-17 11:33 | Warmonger | New Issue | |
2018-07-17 11:33 | Warmonger | Assigned To | => Warmonger |
2018-07-17 11:33 | Warmonger | Status | new => assigned |
2018-07-17 11:34 | Warmonger | Note Added: 0007590 | |
2018-07-17 11:40 | Warmonger | Note Edited: 0007590 | View Revisions |
2018-07-17 11:40 | Warmonger | Note Added: 0007591 | |
2018-07-17 11:41 | Warmonger | Note Edited: 0007591 | View Revisions |
2018-07-17 11:43 | Warmonger | Note Edited: 0007591 | View Revisions |
2018-07-17 13:25 | Warmonger | Note Added: 0007592 | |
2018-07-17 13:31 | AVS | Note Added: 0007593 | |
2018-07-17 13:35 | Warmonger | Note Added: 0007594 | |
2018-07-17 13:37 | AVS | Note Added: 0007595 | |
2018-07-17 13:59 | Warmonger | Note Added: 0007596 | |
2018-07-19 05:12 | Warmonger | Note Added: 0007598 | |
2018-07-19 05:15 | Warmonger | Note Added: 0007599 | |
2018-07-19 05:16 | Warmonger | File Added: image.png | |
2018-07-19 05:16 | Warmonger | Assigned To | Warmonger => SXX |
2023-10-28 20:51 | Nordsoft | Status | assigned => resolved |
2023-10-28 20:51 | Nordsoft | Fixed in Version | => 1.3.2 |
2023-10-28 20:51 | Nordsoft | Resolution | open => fixed |
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