From: SourceForge.net <no...@so...> - 2008-05-02 13:04:12
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Bugs item #1956123, was opened at 2008-05-02 06:04 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: Latest Subversion Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: segfault turn after pressing colonize Initial Comment: new game->select a planet->click colonize next turn. I think it might be because of UniverseObject::GetMeter (this=0x0, type=METER_FUEL) at universe/UniverseObject.cpp:228 called from Universe::InitMeterEstimatesAndDiscrepancies at universe/Universe.cpp:558 so it seems there is a meter for a NULL UniverseObject somehow getting into m_effect_accounting_map, or maybe needs to test the UniverseObject for null before calling GetMeter ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 |
From: SourceForge.net <no...@so...> - 2008-05-03 02:19:39
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Bugs item #1956123, was opened at 2008-05-02 06:04 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: Latest Subversion Status: Open Resolution: None >Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: segfault turn after pressing colonize Initial Comment: new game->select a planet->click colonize next turn. I think it might be because of UniverseObject::GetMeter (this=0x0, type=METER_FUEL) at universe/UniverseObject.cpp:228 called from Universe::InitMeterEstimatesAndDiscrepancies at universe/Universe.cpp:558 so it seems there is a meter for a NULL UniverseObject somehow getting into m_effect_accounting_map, or maybe needs to test the UniverseObject for null before calling GetMeter ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2008-05-02 19:19 Message: Logged In: YES user_id=913462 Originator: NO This is likely due to me recently making it possible for ships to have effects, and the effect accounting not dealing with ships disappearing / reappearing when colonizing. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 |
From: SourceForge.net <no...@so...> - 2008-05-03 02:19:52
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Bugs item #1956123, was opened at 2008-05-02 06:04 Message generated for change (Settings changed) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: Latest Subversion Status: Open Resolution: None Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Geoff Topping (geoffthemedio) Summary: segfault turn after pressing colonize Initial Comment: new game->select a planet->click colonize next turn. I think it might be because of UniverseObject::GetMeter (this=0x0, type=METER_FUEL) at universe/UniverseObject.cpp:228 called from Universe::InitMeterEstimatesAndDiscrepancies at universe/Universe.cpp:558 so it seems there is a meter for a NULL UniverseObject somehow getting into m_effect_accounting_map, or maybe needs to test the UniverseObject for null before calling GetMeter ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2008-05-02 19:19 Message: Logged In: YES user_id=913462 Originator: NO This is likely due to me recently making it possible for ships to have effects, and the effect accounting not dealing with ships disappearing / reappearing when colonizing. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 |
From: SourceForge.net <no...@so...> - 2008-05-15 11:35:26
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Bugs item #1956123, was opened at 2008-05-02 06:04 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: Latest Subversion >Status: Pending >Resolution: Fixed Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Geoff Topping (geoffthemedio) Summary: segfault turn after pressing colonize Initial Comment: new game->select a planet->click colonize next turn. I think it might be because of UniverseObject::GetMeter (this=0x0, type=METER_FUEL) at universe/UniverseObject.cpp:228 called from Universe::InitMeterEstimatesAndDiscrepancies at universe/Universe.cpp:558 so it seems there is a meter for a NULL UniverseObject somehow getting into m_effect_accounting_map, or maybe needs to test the UniverseObject for null before calling GetMeter ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2008-05-15 04:35 Message: Logged In: YES user_id=913462 Originator: NO I believe this is fixed in SVN. I'm not sure if the cause was what I thought, but my recent commits seem to have stopped the crash, although more testing may show this not to be the case. Accordingly, I've marked this pending. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2008-05-02 19:19 Message: Logged In: YES user_id=913462 Originator: NO This is likely due to me recently making it possible for ships to have effects, and the effect accounting not dealing with ships disappearing / reappearing when colonizing. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 |
From: SourceForge.net <no...@so...> - 2008-05-15 15:42:29
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Bugs item #1956123, was opened at 2008-05-02 15:04 Message generated for change (Comment added) made by kroddn You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: Latest Subversion Status: Pending Resolution: Fixed Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Geoff Topping (geoffthemedio) Summary: segfault turn after pressing colonize Initial Comment: new game->select a planet->click colonize next turn. I think it might be because of UniverseObject::GetMeter (this=0x0, type=METER_FUEL) at universe/UniverseObject.cpp:228 called from Universe::InitMeterEstimatesAndDiscrepancies at universe/Universe.cpp:558 so it seems there is a meter for a NULL UniverseObject somehow getting into m_effect_accounting_map, or maybe needs to test the UniverseObject for null before calling GetMeter ---------------------------------------------------------------------- Comment By: Markus Sinner (kroddn) Date: 2008-05-15 17:42 Message: Logged In: YES user_id=853243 Originator: NO In rev 2548 it seems to be working. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2008-05-15 13:35 Message: Logged In: YES user_id=913462 Originator: NO I believe this is fixed in SVN. I'm not sure if the cause was what I thought, but my recent commits seem to have stopped the crash, although more testing may show this not to be the case. Accordingly, I've marked this pending. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2008-05-03 04:19 Message: Logged In: YES user_id=913462 Originator: NO This is likely due to me recently making it possible for ships to have effects, and the effect accounting not dealing with ships disappearing / reappearing when colonizing. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 |
From: SourceForge.net <no...@so...> - 2008-05-15 22:36:50
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Bugs item #1956123, was opened at 2008-05-02 06:04 Message generated for change (Comment added) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: Latest Subversion >Status: Pending Resolution: Fixed Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Geoff Topping (geoffthemedio) Summary: segfault turn after pressing colonize Initial Comment: new game->select a planet->click colonize next turn. I think it might be because of UniverseObject::GetMeter (this=0x0, type=METER_FUEL) at universe/UniverseObject.cpp:228 called from Universe::InitMeterEstimatesAndDiscrepancies at universe/Universe.cpp:558 so it seems there is a meter for a NULL UniverseObject somehow getting into m_effect_accounting_map, or maybe needs to test the UniverseObject for null before calling GetMeter ---------------------------------------------------------------------- >Comment By: Geoff Topping (geoffthemedio) Date: 2008-05-15 15:36 Message: Logged In: YES user_id=913462 Originator: NO re-marked pending since last time apparently didn't stick... ---------------------------------------------------------------------- Comment By: Markus Sinner (kroddn) Date: 2008-05-15 08:42 Message: Logged In: YES user_id=853243 Originator: NO In rev 2548 it seems to be working. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2008-05-15 04:35 Message: Logged In: YES user_id=913462 Originator: NO I believe this is fixed in SVN. I'm not sure if the cause was what I thought, but my recent commits seem to have stopped the crash, although more testing may show this not to be the case. Accordingly, I've marked this pending. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2008-05-02 19:19 Message: Logged In: YES user_id=913462 Originator: NO This is likely due to me recently making it possible for ships to have effects, and the effect accounting not dealing with ships disappearing / reappearing when colonizing. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 |
From: SourceForge.net <no...@so...> - 2008-05-30 02:20:35
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Bugs item #1956123, was opened at 2008-05-02 06:04 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Client Group: Latest Subversion >Status: Closed Resolution: Fixed Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Geoff Topping (geoffthemedio) Summary: segfault turn after pressing colonize Initial Comment: new game->select a planet->click colonize next turn. I think it might be because of UniverseObject::GetMeter (this=0x0, type=METER_FUEL) at universe/UniverseObject.cpp:228 called from Universe::InitMeterEstimatesAndDiscrepancies at universe/Universe.cpp:558 so it seems there is a meter for a NULL UniverseObject somehow getting into m_effect_accounting_map, or maybe needs to test the UniverseObject for null before calling GetMeter ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2008-05-29 19:20 Message: Logged In: YES user_id=1312539 Originator: NO 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). ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2008-05-15 15:36 Message: Logged In: YES user_id=913462 Originator: NO re-marked pending since last time apparently didn't stick... ---------------------------------------------------------------------- Comment By: Markus Sinner (kroddn) Date: 2008-05-15 08:42 Message: Logged In: YES user_id=853243 Originator: NO In rev 2548 it seems to be working. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2008-05-15 04:35 Message: Logged In: YES user_id=913462 Originator: NO I believe this is fixed in SVN. I'm not sure if the cause was what I thought, but my recent commits seem to have stopped the crash, although more testing may show this not to be the case. Accordingly, I've marked this pending. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2008-05-02 19:19 Message: Logged In: YES user_id=913462 Originator: NO This is likely due to me recently making it possible for ships to have effects, and the effect accounting not dealing with ships disappearing / reappearing when colonizing. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1956123&group_id=75752 |