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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000927 | VCMI | Mechanics - Other | public | 2012-04-12 04:34 | 2014-05-30 17:41 | ||||
Reporter | q4a | ||||||||
Assigned To | Tow | ||||||||
Priority | normal | Severity | crash | Reproducibility | have not tried | ||||
Status | closed | Resolution | fixed | ||||||
Platform | x86 | OS | Windows | OS Version | XP SP3 | ||||
Product Version | 0.88 | ||||||||
Target Version | Fixed in Version | 0.89 | |||||||
Summary | 0000927: Crash on victory | ||||||||
Description | 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] | ||||||||
Steps To Reproduce | Load attached map. Visit blue town. | ||||||||
Additional Information | 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! :( | ||||||||
Tags | No tags attached. | ||||||||
Attached Files | e1.png [^] (118,475 bytes) 2012-04-12 04:34
log.7z [^] (6,762 bytes) 2012-04-12 04:36 t04.h3m [^] (1,443 bytes) 2012-04-12 04:37 | ||||||||
Issue History | |||
Date Modified | Username | Field | Change |
2012-04-12 04:34 | q4a | New Issue | |
2012-04-12 04:34 | q4a | File Added: e1.png | |
2012-04-12 04:36 | q4a | File Added: log.7z | |
2012-04-12 04:37 | q4a | File Added: t04.h3m | |
2012-04-14 07:39 | Tow | Note Added: 0002367 | |
2012-04-14 07:39 | Tow | Status | new => resolved |
2012-04-14 07:39 | Tow | Fixed in Version | => 0.89 |
2012-04-14 07:39 | Tow | Resolution | open => fixed |
2012-04-14 07:39 | Tow | Assigned To | => Tow |
2014-05-30 17:41 | beegee | Status | resolved => closed |
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