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[Freeciv-Dev] Re: (PR#6898) leaks in game_load / player_load
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[Freeciv-Dev] Re: (PR#6898) leaks in game_load / player_load

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To: bh@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6898) leaks in game_load / player_load
From: "Mike Kaufman" <kaufman@xxxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 18 Nov 2003 12:40:49 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6898 >

On Tue, Nov 18, 2003 at 09:44:57AM -0800, Benoit Hudson wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6898 >
> 
> game_load does allot_island_improvs and then calls player_load.  In
> turn, player_load does player_init.  Finally, player_init clobbers an
> array that allot_island_improvs allocated, resulting in a memory leak.

hmm, that does seem bad. Can you think of a solution?
 
> It seems like allot_island_improvs isn't necessary, but it's not clear
> to me.

yeah, it's sorta important. see
common/improvement.c:improvement_redundant() and
server/maphand.c:check_for_continent_change()

> Similarly, player_load does ai_player_init which allocates an array that
> gets clobbered later (not sure when).

don't know about this one.
 
> Neither of these leaks are much to worry about: ~10 kb for loading a
> game with a moderate number of players and cities.  So it may not be
> worth caring about these two leaks.

yeah, but games can get loaded arbitrarily often...

-mike




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