Complete.Org: Mailing Lists: Archives: freeciv-dev: December 2001:
[Freeciv-Dev] Re: [PATCH] Improvement effect definitions (PR#1104)
Home

[Freeciv-Dev] Re: [PATCH] Improvement effect definitions (PR#1104)

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [PATCH] Improvement effect definitions (PR#1104)
From: jdorje@xxxxxxxxxxxxxxxxxxxxx
Date: Mon, 10 Dec 2001 11:41:21 -0800 (PST)

Ben Webb wrote:

The attached patch is the first part of the generalised improvements code from FreecivAC. It defines a number of structures and types in common/improvement.h used to keep track of any effects conferred by city improvements, and adds code to the relevant startup and shutdown routines to initialise and free these effect lists. This in itself doesn't really "do" anything, but shouldn't break any existing code, and is required for the actual implementation of these effects (to follow in later patches).

Testing would be appreciated...

Here's another one. This time I've replicated (seemingly) the first crash with just this one patch.

 civclient: astring.c:152: ath_free: Assertion `ath->ptr' failed.

(gdb) bt
#0  __libc_free (mem=0x30303030) at malloc.c:3136
#1  0x0809f75d in ath_free (ath=0x82ea01c) at astring.c:153
#2  0x080a47fb in game_remove_city (pcity=0x82e9e58) at game.c:634
#3  0x080a503c in game_remove_player (pplayer=0x8137540) at game.c:883
#4  0x080a4f6e in game_remove_all_players () at game.c:861
#5 0x0805f78b in set_client_state (newstate=CLIENT_PRE_GAME_STATE) at civclient.c:534
#6  0x08061de1 in input_from_server (fid=6) at clinet.c:336
#7 0x4018be7d in gdk_io_invoke (source=0x8286080, condition=17, data=0x8325c58) at gdkevents.c:882 #8 0x401baa7a in g_io_unix_dispatch (source_data=0x8337410, current_time=0xbffff820, user_data=0x8325c58) at giounix.c:137
#9  0x401bc055 in g_main_dispatch (dispatch_time=0xbffff820) at gmain.c:656
#10 0x401bc659 in g_main_iterate (block=1, dispatch=1) at gmain.c:877
#11 0x401bc7e8 in g_main_run (loop=0x822f430) at gmain.c:935
#12 0x400d927b in gtk_main () at gtkmain.c:524
#13 0x08087ef2 in ui_main (argc=1, argv=0xbffff964) at gui_main.c:836
#14 0x0805f2b8 in main (argc=1, argv=0xbffff964) at civclient.c:189
#15 0x40314306 in __libc_start_main (main=0x805ee60 <main>, argc=1, ubp_av=0xbffff964, init=0x805c78c <_init>, fini=0x80bb5b0 <_fini>, rtld_fini=0x4000d2cc <_dl_fini>,
    stack_end=0xbffff95c) at ../sysdeps/generic/libc-start.c:129

Just set an autogame (with an aitoggled human player being watched by a client) running, and I'm sure you'll get similar results.

jason




[Prev in Thread] Current Thread [Next in Thread]