UFO: Alien Invasion Issue Tracker
UFO: Alien Invasion
Go to the previous open issue
Go to the previous issue (open or closed)
star_faded.png
Please log in to bookmark issues
icon_project.png UFO: Alien Invasion / Closed Bug report #2078 Segfault in src/common/net.c
Go to the next issue (open or closed)
Go to the next open issue
This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Battlescape
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    3. Normal
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
Affected by this issue (0)
There are no items
People involved
Times and dates
  • Posted at
  • Last updated
  • Estimated time
    Not estimated
Issue details
  • Resolution
    Not determined
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Complexity
    Not determined
  • Platform
    Not determined
  • Architecture
    Not determined
Attachments (0)
There is nothing attached to this issue
Duplicate issues (0)
This issue does not have any duplicates
Description
[http://sourceforge.net/p/ufoai/bugs/2078 Item 2078] imported from sourceforge.net tracker on 2013-01-28 19:18:54

I have played a local battlescape mission of a downed harvester and I got this segfault:

Team 1 ended round, team 7's round started!

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb62e4710 (LWP 7791)]
0x08148369 in NET_StreamEnqueue (s=0x3ffffff, data=0xbf801394 "2", len=4) at src/common/net.c:691
691 if (len <= 0 || !s || s->closed || s->finished)
(gdb) bt full
#0 0x08148369 in NET_StreamEnqueue (s=0x3ffffff, data=0xbf801394 "2", len=4) at src/common/net.c:691
No locals.
#1 0x0814a3cb in NET_WriteMsg (s=0x3ffffff, buf=0x19edb4fc) at src/common/netpack.c:532
tmp = "2\037\006ÃÓ\003\000\000\000\000\000\000¨\023&#039;?\b\024\200¿G\030\025\b(ÕF\fS\001\000\000\000\205q!D\024\200¿\000\000\020B", &#039;\0&#039; <repeats 12 times>, "Ó\003\000\000\006", &#039;\0&#039; <repeats 11 times>, "\200}Ì·t\027\025\b\bp\025¶0=\201®t\034\231 î\237\023\bh\024\200¿Ó\003\000\000~\000\000\000¼\177q!h\024\200¿f\032\025\b(ÕF\fR\001\000\000\000\205q!D\024\200¿\000\000\000\000\000\000\200?\000\000°B_\210Ì·Ó\003\000\000\000\000\000\000\224\024\200¿l\025\200¿\200}Ì·\000\000\020Cgð¦CvÔ²Bô\001\231 \000\000\020D¨Ï\017ÂÓ\003\000\000\000\000\000"...
len = 50
#2 0x0815f017 in SV_ClientPrintf (cl=0x1faa46ec, level=1, fmt=0x81ca32c "%s") at src/server/sv_send.c:73
argptr = 0xbf8023dc "ô#\200¿QRÆ·é\017"
msg = (struct dbuffer *) 0x19edb4fc
#3 0x0815946b in SV_PlayerPrintf (player=0x1ebe164c, level=1,
fmt=0xae80bdbc "Can&#039;t perform action - object not activateable!\n") at src/server/sv_game.c:75
msg = "Can&#039;t perform action - object not activateable!\n\000\036\000\000¸7l\"\000\000\000\000\220?\202 \200\002\000\000ô_Ó·ô_Ó·\214\210¾·o\036\000\000h$\200¿\000\000\000\000\001\000\000\000Ø\214È Ø\214È ô_Ó·@qÓ·\001\000\000\000\210$\200¿ÌJÆ·@qÓ·0?\202 0?\202 À\200\a\000x\232\025\b\000\000\000\000Ø$\200¿\224M\024\b0?\202 ¯¨\024\b\bp\025¶0=\201®x\232\025\bØ\214È `\000\000\000<ØÒ\tà\017\000\0000=\201®Ø$\200¿"...
argptr = 0xbf80280c "\220(\200¿\\(\200¿\224(\200¿."
n = 9
#4 0xae7cf18d in G_ClientShoot (player=0x1ebe164c, num=16, at=0x21713144 "\200\203", type=0, firemode=1, mock=0x0,
allowReaction=qtrue, z_align=0) at src/game/g_combat.c:1166
fd = (const fireDef_t *) 0x0
ent = (edict_t *) 0x2171655c
weapon = (item_t *) 0x0
dir = {1.34669946e-31, 0, 0}
center = {-6.09062338e-36, 2.3510994e-38, 8.17184342e-19}
target = {104, -7.19663044e-14, 5.12499914e-38}
shotOrigin = {1.97583083e-43, 144, 368}
i = 0
ammo = 102
prev_dir = 109
reaction_leftover = 162
shots = 169
container = 0
mask = -971227136
quiet = qfalse
clientType = 0
__PRETTY_FUNCTION__ = "G_ClientShoot"
#5 0xae7c1165 in AI_ActorThink (player=0x1ebe164c, ent=0x2171655c) at src/game/g_ai.c:1681
fdIdx = 1
bestAia = {to = "\202\210\001", stop = "\205\213\001", mode = 0 &#039;\0&#039;, shots = 1 &#039;\001&#039;, target = 0x217130b4,
fd = 0xc2ecfc4, z_align = 0}
#6 0xae7c13e0 in AI_Run () at src/game/g_ai.c:1744
player = (player_t *) 0x1ebe164c
ent = (edict_t *) 0x2171655c
i = 1
j = 16
#7 0xae7d4788 in G_RunFrame () at src/game/g_main.c:696
No locals.
#8 0x08159c38 in SV_RunGameFrame (data=0x0) at src/server/sv_game.c:384
gameEnd = -1082119520
#9 0x0815e7c9 in SV_Frame (now=4155979, data=0x0) at src/server/sv_main.c:747
No locals.
#10 0x0813cc31 in tick_timer (now=4155979, data=0x16eaa18c) at src/common/common.c:1084
timer = (struct timer *) 0x16eaa18c
old_interval = 100
lateness = 0
#11 0x0813cf09 in Qcommon_Frame () at src/common/common.c:1165
event = (struct event *) 0x2230ed24
time_to_next = 0
#12 0x0818b58b in main (argc=1, argv=0xbf802b24) at src/ports/linux/linux_main.c:58
No locals.

===== Comments Ported from Sourceforge =====

====== quixy (2009-03-17 23:49:29) ======

slot0 savegame.
====== quixy (2009-03-18 00:06:06) ======

It happens after I have restarted a mission, like I usually do when only one soldier got killed.

With other alien ship types I can restart the mission as much as I like and no segfaults happens.

DrOnE could also reproduced the bug:
(01:01:42 AM) rhaeder: harvester missions are really hard :) you need very good tactics
(01:02:27 AM) Dr0nE: gez, ground is a weee bit too white.
(01:03:11 AM) rhaeder: yes, it is always white in "no nation" places, like antarctis
(01:03:32 AM) Dr0nE: well, you dont have to restart to get that error it seems.
(01:04:02 AM) Dr0nE: walked two soldiers+end round crashed it.
(01:05:55 AM) Dr0nE: my assumption is that the alien&#039;s have a weapon equipted that code has assumed is not operational for some reason.
(01:08:00 AM) rhaeder: maybe
(01:08:28 AM) Dr0nE: thats what it looks like based on the bt dump.
(01:08:46 AM) rhaeder: so I may attach your assumption to the ticket?
(01:09:17 AM) Dr0nE: you could, but i&#039;m looking into the code now. see if i can find something causing it

====== quixy (2009-03-18 00:24:33) ======

File Added: ufoconsole.log.bz2
====== itsdrone (2009-03-18 23:42:43) ======

I have found a fix to this bug.

Basicly, the AI code did not recheck the character&#039;s status between a move and shoot commands. Simply put, you just had to reactionFire kill an AI soldier to cause this to occur.

The attached diff file is a combination of this bug and the reactionFire default value bug as it has not be patched either.

If only this patch is requested then simply patch the first entry ( g_ai.c ). The remaining diff is for the previous bug.

http://pastebin.com/m6dc32430

====== quixy (2009-03-19 00:05:33) ======

That patch makes it worse here. I cannot enter the mission.
====== tlh2000 (2009-03-19 06:27:33) ======

the pastebin patch as file
====== itsdrone (2009-03-19 12:13:58) ======

Can you please post the new gdb bt trace for the current problem.

Did you load this complete diff file or simply the first snippet?

Is it the same savegame point?
====== itsdrone (2009-03-19 12:15:07) ======

Can you please post the new gdb bt trace for the current problem.

Did you load this complete diff file or simply the first snippet?

Is it the same savegame point?
====== quixy (2009-03-19 18:06:50) ======

Sry there is no backtrace and no crash. When I click the "Mission-Button" the loading screen appears and disappears again, the music rotated to next song and I&#039;m not in battlescape, but back in geoscape.

It happens with revision 23604, too and I have used the same savegame like attached to this ticket.

I can set breakpoints, where should I add one?
====== tlh2000 (2009-03-19 20:14:33) ======

did you recompile your maps? any console output? we changed bsp version - so you have to recompile them all
====== sf-robot (2009-04-05 02:20:19) ======

This Tracker item was closed automatically by the system. It was
previously set to a Pending status, and the original submitter
did not respond within 14 days (the time period specified by
the administrator of this Tracker).
Steps to reproduce this issue
Nothing entered.
Todos (0 / 0)
Issue created
footer_logo.png The Bug Genie 4.3.1 | Support | Feedback spinning_16.gif