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Topic: Widelands segfault

LeightonMan
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Joined: 2017-05-19, 15:17
Posts: 41
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Pry about Widelands
Posted at: 2017-10-26, 11:40
Hi, What a battle!! Rebuilt the game from source with debugging enabled. Game under the debugger was unusably slow! Tried a few things and following power-down and restart today, tried the game without gdb - OK! Also now runs OK with gdb. Here's the output:

Thread 1 "widelands" received signal SIGSEGV, Segmentation fault.
Widelands::PartiallyFinishedBuilding::request_builder_callback (game=..., rq=..., w=0x29e6f30, target=...) at /home/leighton/b
uilds/widelands-bzr/src/widelands-bzr/src/logic/map_objects/tribes/partially_finished_building.cc:191
191 delete &rq;
#0 Widelands::PartiallyFinishedBuilding::request_builder_callback (game=..., rq=..., w=0x29e6f30, target=...) at /home/leight
on/builds/widelands-bzr/src/widelands-bzr/src/logic/map_objects/tribes/partially_finished_building.cc:191
#1 0x006d79c7 in Widelands::Ship::ship_update_idle (this=<optimized out>, game=..., state=...) at /home/leighton/builds/widel
ands-bzr/src/widelands-bzr/src/logic/map_objects/tribes/ship.cc:651
#2 0x006d8879 in Widelands::Ship::ship_update (this=0x27d5420, game=..., state=...) at /home/leighton/builds/widelands-bzr/sr
c/widelands-bzr/src/logic/map_objects/tribes/ship.cc:286
#3 0x00694874 in Widelands::Bob::do_act (this=0x27d5420, game=...) at /home/leighton/builds/widelands-bzr/src/widelands-bzr/s
rc/logic/map_objects/bob.cc:194
#4 0x006a7d75 in Widelands::CmdAct::execute (this=0x2da0230, game=...) at /home/leighton/builds/widelands-bzr/src/widelands-b
zr/src/logic/map_objects/map_object.cc:100
#5 0x00735be5 in Widelands::CmdQueue::run_queue (this=0xbfffcdc0, interval=66, game_time_var=@0xbfffcaf8: 15440342) at /home/
leighton/builds/widelands-bzr/src/widelands-bzr/src/logic/cmd_queue.cc:123
#6 0x0066247c in Widelands::Game::think (this=0xbfffcaf4) at /home/leighton/builds/widelands-bzr/src/widelands-bzr/src/logic/
game.cc:548
#7 0x0081c3ea in InteractiveBase::think (this=0x14e5960) at /home/leighton/builds/widelands-bzr/src/widelands-bzr/src/wui/int
eractive_base.cc:388
#8 0x0082a552 in InteractivePlayer::think (this=0x14e5960) at /home/leighton/builds/widelands-bzr/src/widelands-bzr/src/wui/i
nteractive_player.cc:270
#9 0x007b5f65 in UI::Panel::do_think (this=0x14e5960) at /home/leighton/builds/widelands-bzr/src/widelands-bzr/src/ui_basic/p
anel.cc:456
#10 0x007b6f75 in UI::Panel::do_run (this=<optimized out>) at /home/leighton/builds/widelands-bzr/src/widelands-bzr/src/ui_bas
ic/panel.cc:181
#11 0x006676d3 in UI::Panel::run<UI::Panel::Returncodes> (this=<optimized out>) at /home/leighton/builds/widelands-bzr/src/wid
elands-bzr/src/ui_basic/panel.h:99
#12 Widelands::Game::run (this=<optimized out>, loader_ui=<optimized out>, start_game_type=Widelands::Game::Loaded, script_to_
run=..., replay=false, prefix_for_replays=...) at /home/leighton/builds/widelands-bzr/src/widelands-bzr/src/logic/game.cc:518
#13 0x00669ecc in Widelands::Game::run_load_game (this=<optimized out>, filename=..., script_to_run=...) at /home/leighton/bui
lds/widelands-bzr/src/widelands-bzr/src/logic/game.cc:374
#14 0x005b3c4f in WLApplication::load_game (this=0xbbe4f0) at /home/leighton/builds/widelands-bzr/src/widelands-bzr/src/wlappl
ication.cc:1293
#15 0x005b538a in WLApplication::mainmenu_singleplayer (this=<optimized out>) at /home/leighton/builds/widelands-bzr/src/widel
ands-bzr/src/wlapplication.cc:1124
#16 0x005b582e in WLApplication::mainmenu (this=<optimized out>) at /home/leighton/builds/widelands-bzr/src/widelands-bzr/src/
wlapplication.cc:1025
#17 0x005b5eab in WLApplication::run (this=<optimized out>) at /home/leighton/builds/widelands-bzr/src/widelands-bzr/src/wlapp
lication.cc:446
#18 0x0057412b in main (argc=1, argv=0xbffffa04) at /home/leighton/builds/widelands-bzr/src/widelands-bzr/src/main.cc:49


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WorldSavior
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Joined: 2016-10-15, 04:10
Posts: 1143
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Posted at: 2017-10-27, 17:11

By the way, I tested the savegame and no crash happened...


“It's a threat to our planet to believe that someone else will save it.” - Robert Swan

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Tibor
Joined: 2009-03-23, 23:24
Posts: 1233
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Location: Slovakia
Posted at: 2017-10-27, 20:06

WorldSavior wrote:

By the way, I tested the savegame and no crash happened...

It is memory issue. It deletes deleted object and it depends on OS what the outcome will be...


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GunChleoc
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Joined: 2013-10-07, 15:56
Posts: 2891
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Posted at: 2017-10-28, 12:22

Is this https://bugs.launchpad.net/widelands/+bug/1727673?


Busy indexing nil values

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WorldSavior
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Joined: 2016-10-15, 04:10
Posts: 1143
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Posted at: 2017-10-28, 12:40

I think so face-wink.png

Tibor wrote:

WorldSavior wrote:

By the way, I tested the savegame and no crash happened...

It is memory issue. It deletes deleted object and it depends on OS what the outcome will be...

Okay...

Edited: 2017-10-28, 15:32

“It's a threat to our planet to believe that someone else will save it.” - Robert Swan

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LeightonMan
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Joined: 2017-05-19, 15:17
Posts: 41
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Pry about Widelands
Posted at: 2017-10-28, 12:54

Yes, it is. I'm new to this so asked about the problem on this forum first, then opened a bug report when I found out how to do it! face-smile.png


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GunChleoc
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Joined: 2013-10-07, 15:56
Posts: 2891
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Location: RenderedRect
Posted at: 2017-11-01, 16:12

Great. Thanks for reporting! face-smile.png


Busy indexing nil values

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LeightonMan
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Joined: 2017-05-19, 15:17
Posts: 41
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Pry about Widelands
Posted at: 2017-11-02, 14:15

Rebuilt widelands today (bzr8471) and can confirm bug fixed. Played for a while and found a new problem! I'll open a new topic


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