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icon_project.png UFO: Alien Invasion / Closed Bug report #3345 geospace - assertion "alienBase" failed
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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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    Campaign
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  • Priority
    3. Normal
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Description
[http://sourceforge.net/p/ufoai/bugs/3345 Item 3345] imported from sourceforge.net tracker on 2013-01-28 20:08:16

I'm having this bug on geospace when supply ships are flying around...
ufo: src/client/cgame/campaign/missions/cp_mission_supply.cpp:135: void CP_SupplyGoToBase(mission_t*): Assertion `alienBase' failed.
Error: Received signal 6.

OS: Linux (arch)
CPU: AMD FX6100
===== Comments Ported from Sourceforge =====

====== geever (2012-08-05 16:39:11) ======

You should upload your savegame if you want me to check it.

Btw. it's very likely the same as http://sourceforge.net/tracker/?func=detail&aid=3544121&group_id=157793&atid=805242 Did you update?

-geever
====== cmmps (2012-08-05 17:27:47) ======

saved game
====== cmmps (2012-08-05 17:32:27) ======

Hi geever,
Yes, it's very similar to the other error but it's on a different file.
Not sure, I've didn't study this part of the code yet, but smells like something on the data structure of the alien bases.
Regarding the previous error, I've been updating the code so I have it up to date. And I've also successfully attacked some alien bases with no problems.
This error is very recent...

Regards,
Carlos
====== geever (2012-08-05 18:53:42) ======

it is the same data field that is probably unset which was the problem in the other bug. it's just another missiontype. By reading the code I say it's correct now, that's why I asked if it is an up-to-date build. I check the save.
====== geever (2012-08-05 19:11:23) ======

Hmmm... nice catch! It's another bug, you're right. And you needed some luck too.

You have only one supply mission in your save and it's not yet active. The assert happens when the game actually selects an alien base to supply.

before alien bases were stored in an array and their number was limited. We have changed that data structure to a linkedlist to make it more flexible, and alienbases got a unique incremental id. The code which selects the base however still asume that the alienbase indexes are continuous as it was before.

2.4 has this bug either but there if you destroy a base the game ends, so noone discovered it yet.

-geever
====== geever (2012-08-05 19:22:35) ======

Fixed in latest master. To reproduce the issue you needed luck but would more likely happen later when you already destroyed first few bases.

-geever
====== tlh2000 (2012-08-06 09:42:21) ======

but isn't the getbasebyidx function broken then? or should it be removed? (haven't looked at the code - only to the diff)
====== geever (2012-08-06 15:22:09) ======

No, it's working correctly. Alien bases have an incremental index now. But there is no direct connection between indexes and number of bases.
When we was using arrays, we did not allow holes in the array neither in the indexes (remember that remove_elem_adjust_idx hell macros ;) ). Now we can have holes in indexes, and Carlos had one as he destroyed an alien base already.

-geever
====== aduke1 (2012-09-21 19:51:10.040000) ======

- **status**: pending --> closed
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