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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Bug report #113 Error: No free inventory space!
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Engine
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    6. Vital
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
Affected by this issue (1)
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Issue details
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  • Reproducability
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Description
[http://sourceforge.net/p/ufoai/bugs/113 Item 113] imported from sourceforge.net tracker on 2013-01-28 18:11:52

At revision 1609.

After some equiping I save and after reload and going
into Aircraft/equip/soliders/equipment I get error:

Error: No free inventory space!

Log attached.
===== Comments Ported from Sourceforge =====

====== mikonmimuw (2006-06-19 23:33:04) ======


====== nobody (2006-06-20 07:05:53) ======

Logged In: NO

see #1428944
====== tlh2000 (2006-09-07 10:03:15) ======

Logged In: YES
user_id=116930

after playing 8-9 missions without loosing a soldier and
without the need to requip them (and collecting all alien
weapons) i still get "Error: No free inventory space!"

maybe due to the fact that i never removed some items from
the floor container (yeah, yeah, i cheated and need to do this)

rev. was 3407 (trunk - but i think brach for 2.0 is
affected, too)
====== cassiterite (2006-09-07 16:44:38) ======

Logged In: YES
user_id=1171370

I've done some investigation into this bug.

If you start a new campaign and play about 16 missions
straight you will get it. Conversely if you retry or even
abort+retry a single mission about 16 times you will get it
(or say retry 4 times on 4 different missions). I believe
loading a saved game resets things...

Anyway, to investigate this I added in game/q_shared.c a
global variable "count", then in the function
Com_InitInventory (q_shared.c) set count = 0; then in
Com_AddToInventory (q_shared.c) add
Com_Printf("AddToInventory call %i", count++);

When count == 1024 the bug occurs (this is the size of
MAX_INVLIST).

I've attached a log of playing the 2 missions from scratch
with this patch... if you look at it you will notice that
there are two "counts" (server side and client side). The
server's count starts at zero every time. On loading a map
the server sends the aircraft inventory to the client which
then adds it to the inventory. However the client's count
never goes backwards (it is never reset at any point).

For single-player is it really nessecary for the server to
send the aircraft inventory back to the client? I believe
these inventory items are already in inventory in the client...
====== cassiterite (2006-09-15 12:14:49) ======

Logged In: YES
user_id=1171370

A joint assault on this bug by Bandobras and myself (patches
3610 and 3643) has finally yielded success. I can no longer
reproduce the bug under any circumstances (even testing with
MAX_INVLIST = 256, winning 14 missions in a row or
winning/retrying the japan mission 30 times in a row won't
lead to it anymore, nor will straight retries or abort/retries).

Marking as fixed (and closed).

PS: the fundamental cause of this bug was that the server
creates LE characters on the client at the start of each
mission (or during the mission)... it infact recreates all
team members as LEs on the client side. The inventories of
these LEs were not being properly freed from the client's
global "invUnused" list, leading to an eventual overflow.
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