Topic: Bugs
WorldSavior Topic Opener |
Posted at: 2019-03-13, 21:14
It looks like any constructionside can count in the "civilian buildings lost" statistic. Constructionssides count also in the statistic "buildings". Is that a bug or a feature? Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2019-03-13, 22:34
For the normal statistics, it would make sense to remove them. For the buildings lost I am not so sure - after all, it can be very costly when all your wares go poof when the enemy kills it. Busy indexing nil values Top Quote |
dreieck |
Posted at: 2019-03-14, 10:53
I have a widelands-savegame (autosave), which, when I dismantle one building, widelands segfaults. What do you need to properly report it? Does the savegame-file and description of how to reprodice it and the widelands-bzr-revision is enough? Also, there are the following peculiarities:
Widelands version: bzr9007[trunk] Edited: 2019-03-14, 10:56
(empty signature.) Top Quote |
Nordfriese |
Posted at: 2019-03-14, 11:13
Could you please file a bug on launchpad and attach the autosave? Your description should be enough to investigate the bug then. Top Quote |
WorldSavior Topic Opener |
Posted at: 2019-03-14, 16:42
Maybe. It can also be useful to see via this statistic how fast your opponents places new buildings, but at the other hand the statistic can be easily manipulated by placing a lot of constructionsides...
Okay, that's right. So it's probably not a bug. Wanted to save the world, then I got widetracked Top Quote |
dreieck |
Posted at: 2019-03-15, 13:42
I can't -- tried two times, same error:
So I paste my report here: (Applies to at least widelands bzr9007[trunk]. EDIT: Still valid for bzr9017[trunk].) I have a widelands game with those weirdnesses: (1) There are some construction sites which wait for wood (when I started their construction there was a wood shortage) and never get it, although there is wood available. Also isolating those constructions sites with woodcutters into a small seperate economy does not help; the wood the woodcutters produce will then just lay on the flags. (2) There is another spot with three harbours nearby (connected by roads), I will call them harbour A (southern harbour), harbour B (middle harbour) and harbour C (northern harbout). When I burn down harbour A, a lot of wares geht put out of harbour B and C to it's flag (and seem to be carried back in). When I then dismantle harbour C, the game crashes reproducably with a segmentation fault. (3) When I do (2) without the economy isolation explained in (1), the game does not crash, and the construction sites will get their wood. So, to reproduce, step (1) needs to be done before step (2). When trying to reproduce I had it once that the game did not segfault when I dismantled harbour B. But when I after that dismantled harbour C, too, it crashed with a segmentation fault. I have it running under Arch GNU/Linux (kernel 4.20 with pf-6 patch, which is a 4.20.12 with some additional features and fixes) and self-built I have attached an archive (Size: ~2.5 MB) with several files:
(The screenshots I converted to 8 or 128 colours indexed colours to make the PNG's file size smaller.) Edited: 2019-03-18, 17:29
(empty signature.) Top Quote |
Nordfriese |
Posted at: 2019-03-15, 13:58
Okay… In the log output, I get lots of Top Quote |
dreieck |
Posted at: 2019-03-16, 12:38
Is this something which should not happen (and instead, maybe, reallocation to occur)?
So that it looks like in the screenshoot
If you compare the screenshot with the savegame (where the roads are still there), you will see the difference.
If you still can't, can an Can you reproduce that the construction sites do not get wood delivered although there is wood available? Can you reproduce that they get the wood once you burn down harbour A (and maybe while not having destroyed the roads? Edited: 2019-03-16, 12:39
(empty signature.) Top Quote |
Nordfriese |
Posted at: 2019-03-16, 18:57
Thanks for the description, now I can reproduce the crash.
This might actually be this multiplayer bug.
I never got this in a game yet, but lots of times when redesigning the economy concepts while working on the ferries branch. There, it always meant that flags that can not be reached from each other are in the same economy, which is the opposite of the definition of an economy. If this can happen in trunk, something has gone seriously wrong. I guess the segfault may be related to it, I´ll investigate… Do you have a replay for this game? It might be useful to watch how this impossible situation could have come to be in the first place. Top Quote |
Nordfriese |
Posted at: 2019-03-17, 11:27
You have three bugs in one savegame here The crash was easy to fix, I created a merge request. The problem is that a worker who is waiting to carry a ware into his building from the flag before it doesn´t notice (yet) if you burn down his house underneath him. The economy problem is actually unrelated to the crash, but it has to be fixed as well of course. I´ll start on that one next. Top Quote |