Latest Posts

Topic: segfault when building port

LeightonMan
Avatar
Joined: 2017-05-19, 15:17
Posts: 41
Ranking
Pry about Widelands
Posted at: 2019-05-16, 13:30

Hi, it's been so long since I last posted here that I can't remember how it all works! Sorry for that. When playing version bzr9040[trunk] and a new port reaches 99% complete the game freezes briefly and I get the console messages:

Message: adding warehouse for player 1 at (51, 49)

Attempting to setup port without neighboring water (coords: 51x 49).

Segmentation fault (core dumped)

I remember a similar problem a year or so ago. What can I do to help? I have a savegame from shortly before the crash and it seems to be reproducible.


Top Quote
hessenfarmer
Avatar
Joined: 2014-12-11, 23:16
Posts: 613
Ranking
One Elder of Players
Location: Bavaria
Posted at: 2019-05-16, 13:50

which map did you play


Top Quote
Tibor
Joined: 2009-03-23, 23:24
Posts: 1231
Ranking
One Elder of Players
Location: Slovakia
Posted at: 2019-05-16, 22:11

It was the case when there were two ports close to each other and first one finished used all free water fields for own portdocs and the other one after finished had no free water fields left... Anyway, we have coordinates so this is good starting point for investigation...


Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 2880
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2019-05-16, 23:46

Can you attach your savegame to a new bug?

https://bugs.launchpad.net/widelands


Busy indexing nil values

Top Quote
LeightonMan
Avatar
Joined: 2017-05-19, 15:17
Posts: 41
Ranking
Pry about Widelands
Posted at: 2019-05-17, 11:40

Thanks for the replies. New bug report created. I was playing Crossing the Horizon map. To reproduce the problem I did the following: load the savegame, click on the port to get a window showing build progress. speed up the game to 10x and wait.....


Top Quote
stonerl
Avatar
Joined: 2018-07-30, 00:03
Posts: 196
Ranking
Widelands-Forum-Junkie
Location: Earth
Posted at: 2019-05-17, 13:40

The problem seems to be that the port does not have enough clearance. I guess red constructed the guardhouses after blue already started constructing the port and claimed enough space, so that blue would not have been able to construct a port if the guardhouse had been there already.

The port should have been destroyed, the moment the enemy conquered the water areas that would hinder the construction.

Edited: 2019-05-17, 13:44
Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 1683
Ranking
One Elder of Players
Location: Germany
Posted at: 2019-05-18, 08:51

A replay would be nice so one can see if the red player constructed the guardhouse after starting building the port. LightonMan, can you attach the replay files (each replay consists of two files) to the bug report?

The port should have been destroyed, the moment the enemy conquered the water areas that would hinder the construction.

Not sure about this solution. I think it would be easier if a port construction site claims the area it has after finishing construction. This would also fit when expeditions can have soldiers, so the port construction site can be defended. Maybe i am wrong face-smile.png


Top Quote