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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Bug report #2396 No free inventory space!
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This issue has been closed with status "Closed" and resolution "Not determined".
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    Bug report
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    6. Vital
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Description
[http://sourceforge.net/p/ufoai/bugs/2396 Item 2396] imported from sourceforge.net tracker on 2013-01-28 19:30:37

svn 28860

Had 2 crashed UFOs near base. Played 1 and then went for the 2nd crashsite before returning to base. Had not manually picked up any items from ground during first battle.

==== InitGame ====
SV_AssembleMap: Sequential map assembly in 3 ms
CM_LoadMap: "-ufocrash/uc_ +craft_drop_firebird +craft_crash_fighter +h05 +h07 +h05 +h01 +h01 +h02 +h02 +h02 +h02" "8 -8 0 -16 0 0 24 8 0 -24 -16 0 0 -16 0 -24 16 0 8 -16 0 24 -16 0 -8 16 0 -24 0 0 -24 8 0"
Rerouted for RMA in 0.0s
checksum for the map '+ufocrash': 1376798431
ufo script checksum 2086658346
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
connection attempt from loopback connection
load material file: 'materials/ufocrash.mat'
Starting the game...
stefan has joined team 1
music change to turinItalyM (from karlmacklin_geoscape)
music change to MarineIndustrial (from turinItalyM)
(player 0) It's team 1's round
stefan has taken control over team 1.
./ufo(Sys_Backtrace+0x1f)[0x819d6ba]
./ufo(Sys_Error+0x22)[0x819c87d]
./ufo[0x8199eb4]
./ufo[0x819a087]
./ufo(CL_InvAdd+0x135)[0x809f23d]
./ufo[0x809bc59]
./ufo(Qcommon_Frame+0x7b)[0x8147963]
./ufo(main+0x5c)[0x819c48b]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6)[0xb7295b56]
./ufo[0x806bef1]
Error: INVSH_AddInvList: No free inventory space!

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

====== stedevil (2010-03-09 23:31:37) ======

BTW savegame loaded fine

==== InitGame ====
SV_AssembleMap: Sequential map assembly in 3 ms
CM_LoadMap: "-ufocrash/uc_ +craft_drop_firebird +craft_crash_fighter +d01 +h06 +h01 +h05 +h01 +h01 +h02 +h02" "-24 8 0 -8 -8 0 16 -16 0 -24 -8 0 0 -16 0 0 8 0 8 16 0 -24 -16 0 -8 -16 0 24 16 0"
Rerouted for RMA in 0.0s
checksum for the map '+ufocrash': 1224418327
ufo script checksum 2086658346
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
connection attempt from loopback connection
load material file: 'materials/ufocrash.mat'
Starting the game...
stefan has joined team 1
music change to MarineFireFight (from karlmacklin_geoscape)
music change to defeatfear (from MarineFireFight)
(player 0) It's team 1's round

====== harper47 (2010-03-15 12:42:12) ======

Had the same bug in Destructavator's Win32 build 28892

INVSH_AddInvList: No free inventory space

Happened on loading map after several retry mission attempts; also, if on previous attempt one of agents was killed then status bar on top showing him greyed out on retry

SV_AssembleMap: Sequential map assembly in 1 ms
CM_LoadMap: "-tropic/tr_ +h01 +h02 +h03 +h04 +craft_drop_firebird +craft_crash_fighter +f06 +h01 +f02 +f06 +p01 +f06 +f02 +h04 +f02 +f04" "-16 -24 0 0 -16 0 8 8 0 -8 -16 0 -24 -8 0 -24 8 0 8 24 0 0 0 0 0 24 0 0 -24 0 16 0 0 -24 -16 0 -24 -24 0 16 -8 0 16 -24 0 16 -16 0"
Rerouted for RMA in 0.0s
checksum for the map '+tropic': 1126391322
ufo script checksum 1346210585
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
connection attempt from loopback connection
load material file: 'materials/tropic.mat'
R_ModLoadTags: found 100 frames in models/objects/vegi/palm_a/palm1.tag but model has 101 frames
Starting the game...
Harper has joined team 1
music change to David04 (from defeatfear)
music change to MarineAlienRaid (from David04)
(player 0) It's team 1's round
====== aduke1 (2010-03-24 21:49:50) ======

See also this forum thread:
http://ufoai.ninex.info/forum/index.php?topic=4412.0

The error occurs on the 1025th call to AddInvList.

Note to self about my findings:
There *two* inventories: client and server side.
In skirmish mode, INV_InitInventory() is called for both; NO such error.
In campaign, only the client side inventory is initialized/reset. Probably to transfer the setup we gave the soldiers on the equipment screen in the base.
An AddToInventory in batttlescape will add the item to both inventories.

==> current suspicion: the server side inventory is filled up with alien items over time.
====== tlh2000 (2010-03-25 06:35:23) ======

the server side inventory should be destroyed each time the dll is unloaded.
====== tlh2000 (2010-03-25 06:40:00) ======

also as you can see in the backtrace above it's in CL_InvAdd - so the client side is overflowing.

AddToInventory should only add the inventory server side - and this inventory should be send to the client with an event (EV_INV_ADD afair) - it's possible that this isn't set back properly after a mission.

i would be interested in getting the number of dropships and the assigned soldiers for each - so see how many space is already used on the client side.
====== stedevil (2010-03-25 06:52:53) ======

Don't remember exactly any more, but for sure it was max 2 dropships and 8 soldiers on each. Could have been 1 DS and 5-8 soldiers as well.
====== aduke1 (2010-03-25 20:50:04) ======

Sorrry, I confused server and client in my previous post :(
So it's the client side inventory that seems to fill up with some leftovers from the battles.

I didn't manage to find the code that is executed when we hit 'retry'. Can you plz point me to it ?

====== tlh2000 (2010-03-25 22:21:49) ======

depends on the game type - the command "game_go" is called. for the campaign mode CP_StartSelectedMission is the callback you are searching, for the skirmish mode it's GAME_SK_Restart_f
====== aduke1 (2010-03-26 23:59:52) ======

I just (r29140) added two messages indicating the free inventory slots and the remaining aliens on 'retry'.
A little testing showed that it's NOT the alien stuff. It's the items of the Phalanx team !
Stay tuned.
====== aduke1 (2010-03-28 21:08:35) ======

Q&D Hack solution
====== aduke1 (2010-03-28 21:16:53) ======

I attached a patch. It contains the solution in a nutshell. Over time I will rework this to a proper implementation, but unfortunately I'm terribly RL busy these days :(
I even need somebody to test for sideeffects:
Instructions:
- start a campaign mission
- immediately click 'retry'
- play through that mission and win.
On return to your base, check if the inventory of your soldiers still looks good. That's my main concern; however, it doesn't hurt to closely observe other effects on inventories.
t.i.a.
====== tlh2000 (2010-03-29 05:27:55) ======

i know that this is only hack - but maybe we should try to get this into CL_ActorCleanup
====== tlh2000 (2010-03-29 05:31:02) ======


====== tlh2000 (2010-03-29 05:31:40) ======

attached is a second patch that adds the same to CL_ActorCleanup - at least campaign restarts still work with it ;)

more testing is needed.
====== tlh2000 (2010-03-29 05:33:50) ======

to get more feeback i will apply this patch to trunk - as i'm low on time currently, too.
====== tlh2000 (2010-03-29 16:12:58) ======

settings this bug to pending - there was feedback on the board that claims that it works now - good job duke
====== sf-robot (2010-04-13 02:20:21) ======

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).
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