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Wytter

Crash On Map Change

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Check your error_log.txt

It's completely empty. (after clearing log, the infamous fontv.bmp msg doesn't even come back)

EL window doesn't even open. as soon as I double click, the error dialog pops up.

 

You want me to post the registers/stack data?

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Ah, yes now I know what's wrong...

 

We changed the directory structure not long ago to support multiple languages. This means that some configuration files such as the knowledge.lst (and the Encyclopedia) must be placed in ./languages/<language>/:

 

You can download a simple version of that structure (only supporting english) here:

 

http://bjorn_mm.users.whitehat.dk/elc_patc...nguages.tar.bz2

Edited by Wytter

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We changed the directory structure not long ago to support multiple languages.

I've been using an ealier version of CrusadingKnight's CVS client, so I think I already have the proper directory structure. I can't work with .tar files on this computer. Can you verify if the following is correct?

 

Eternal Lands

    Languages

      En

          Encyclopedia

          Strings

          knowledge.lst

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Yes, that is correct. Hmm... Not sure what Crusading did wrong then...

 

The_Piper also send me one, that was a bit older (build from sources at ~4pm GMT), so it may have some problems with the timers, but try it out...

 

http://bjorn_mm.users.whitehat.dk/elc_patches/elc_wytter.zip

Edited by Wytter

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atm i'm running EL on this client and tested a bit around with teleporters, boats, houses and other map changing routes but no crashes at all even gargcave wich was said to be an trouble maker didn't crashed on the 20 times i entered or left. only thing that ain't working is the teleport banner from wsc arena to island prime.

 

till now very well done wytter and i love those codes in the watter i feel like neo from the matrix LOLOL :lol: please keep that in the real version it's really cool:D

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Hehe, good to get some feedback RT ;)

 

You can always delete tile0.bmp and tile231 and above to get the matrix effect back ;-)

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Hehe, good to get some feedback RT ;)

 

You can always delete tile0.bmp and tile231 and above to get the matrix effect back ;-)

Try it with any other tile or texture, I think you can make everything matrix if you want.

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I see, will have a newer fix ready in an hour... I think that was provoked by a bug in reflections.c with the actors_list - there were a few other places as well where the actors_list wasn't locked/unlocked. Will test and commit my new patch.

 

In all cases it looks like we were right on the threading bug - what we did already fixed most of the problems, hopefully this will fix them all :-)

Edited by Wytter

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OK, committed the new patch to CVS. As usual compile with -DPOSSIBLE_FIX to get the fix :-).

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My Computer also crashes when I start it up...

 

And your link didn't help me either...

Windows CVS version crashes on one PC at work :angry: on startup, while working fine on another. I compiled it with MSVC 6 with project from cvs. The only thing I can think of is that it's old PC (P2 350Mhz) with crappy graphic card. Version 1.0.0 barely worked there with poor_man enabled.

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Hmm, I found a couple of places in actor_scripts.c where we _might_ access data outside an array - perhaps this was the source of the error all along...

 

There's also a new target called EXPENSIVE_CHECKING that locks the actors list in the rendering phase. As the name suggests it's has an impact on performance, so I'd prefer if it was possible to circumveint using this.

 

Will soon make a new commit...

 

EDIT: Committed - for those who are capable, take a look at my changes in actor_scripts.c

Edited by Wytter

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Hmm, I found a couple of places in actor_scripts.c where we _might_ access data outside an array - perhaps this was the source of the error all along...

 

There's also a new target called EXPENSIVE_CHECKING that locks the actors list in the rendering phase. As the name suggests it's has an impact on performance, so I'd prefer if it was possible to circumveint using this.

 

Will soon make a new commit...

 

EDIT: Committed - for those who are capable, take a look at my changes in actor_scripts.c

oh my goodness that lots coding changes to it in actor_scripts.c.

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hey what heck happen

error log

Error: Duplicate actor ID 122 = Ant_48 => Ant_48

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 22 - 122

Error: Unable to add command 21 - 232

Error: Unable to add command 22 - 118

Error: Unable to add command 20 - 232

Error: Unable to add command 22 - 118

Error: Unable to add command 20 - 232

Error: Unable to add command 22 - 118

Error: Unable to add command 20 - 232

Error: Unable to add command 22 - 249

Error: The misc timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 26 - 167

Error: Unable to add command 21 - 181

Error: Unable to add command 22 - 239

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 13 - 181

Error: Unable to add command 27 - 239

Error: The misc timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 24 - 121

Error: Unable to add command 21 - 249

Error: Unable to add command 23 - 9

Error: Unable to add command 20 - 109

Error: Unable to add command 24 - 121

Error: Unable to add command 20 - 249

Error: Unable to add command 20 - 249

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 24 - 195

Error: Unable to add command 13 - 1199

Error: Unable to add command 23 - 122

Error: Unable to add command 22 - 151

Error: Unable to add command 24 - 195

Error: The misc timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 26 - 195

Error: Duplicate actor ID 121 = Ant_54 => Ant_54

Error: Unable to add command 26 - 195

Error: Unable to add command 21 - 196

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 26 - 177

Error: Unable to add command 22 - 196

Error: Unable to add command 22 - 128

Error: Unable to add command 25 - 151

Error: Unable to add command 26 - 177

Error: Unable to add command 22 - 196

Error: Duplicate actor ID 130 = Ant_13 ?Ant => Ant_13 ?Ant

Error: The misc timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 26 - 121

Error: Unable to add command 20 - 260

Error: The misc timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 20 - 121

Error: Unable to add command 24 - 243

Error: Unable to add command 20 - 248

Error: Unable to add command 20 - 260

Error: Unable to add command 26 - 66

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 21 - 1199

Error: Unable to add command 22 - 195

Error: The misc timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 23 - 195

Error: Unable to add command 27 - 66

Error: Unable to add command 21 - 195

Error: Unable to add command 20 - 195

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 25 - 248

Error: The misc timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 25 - 1196

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: The misc timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 24 - 1196

Error: Unable to add command 26 - 28

Error: Unable to add command 26 - 122

Error: Unable to add command 24 - 229

Error: Unable to add command 26 - 236

Error: Unable to add command 25 - 1196

Error: Duplicate actor ID 130 = Ant_13 ?Ant => Ant_13 ?Ant

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 21 - 122

Error: Unable to add command 22 - 130

Error: Unable to add command 24 - 159

Error: Unable to add command 22 - 229

Error: Unable to add command 26 - 1196

Error: Unable to add command 26 - 92

Error: Unable to add command 22 - 122

Error: Unable to add command 22 - 130

Error: Unable to add command 24 - 159

Error: Unable to add command 22 - 229

Error: Unable to add command 24 - 159

Error: Unable to add command 25 - 161

Error: Unable to add command 23 - 229

Error: The misc timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 25 - 92

Error: Unable to add command 24 - 159

Error: Unable to add command 25 - 161

Error: Unable to add command 25 - 161

Error: Unable to add command 26 - 196

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 26 - 161

Error: Unable to add command 26 - 196

Error: Unable to add command 26 - 177

Error: Unable to add command 26 - 196

Error: The misc timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 20 - 238

Error: Unable to add command 26 - 260

Error: Unable to add command 26 - 145

Error: Unable to add command 22 - 150

Error: Unable to add command 26 - 177

Error: Unable to add command 21 - 196

Error: Unable to add command 20 - 238

Error: Unable to add command 26 - 260

Error: Unable to add command 23 - 161

Error: Unable to add command 20 - 145

Error: Unable to add command 21 - 150

Error: Unable to add command 25 - 161

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: The misc timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 20 - 130

Error: Unable to add command 24 - 161

Error: Unable to add command 22 - 236

Error: Unable to add command 27 - 28

Error: Unable to add command 20 - 130

Error: Unable to add command 24 - 161

Error: Unable to add command 23 - 236

Error: Unable to add command 21 - 177

Error: Unable to add command 24 - 236

Error: Unable to add command 25 - 118

Error: Unable to add command 21 - 177

Error: Unable to add command 26 - 236

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Duplicate actor ID 238 = Sami ?WP => Sami ?WP

Error: The misc timer was lagging severely behind or had stopped, restarted it

Error: The draw_scene timer was lagging severely behind or had stopped, restarted it

Error: Unable to add command 26 - 130

Error: Unable to add command 26 - 150

Error: Unable to add command 20 - 231

Error: Unable to add command 22 - 243

Error: Unable to add command 27 - 26

Error: Unable to add command 26 - 130

Error: Unable to add command 26 - 150

Error: Unable to add command 22 - 195

Error: Unable to add command 20 - 231

Error: Unable to add command 22 - 243

Error: Duplicate actor ID 230 = Caliph ?GarD => Caliph ?GarD

 

 

chat log

 

Hi, and welcome to Eternal Lands! If you're new to the game and need help, please read the newbie helper guides on the main website. If you would rather learn by doing, talk to the Tutorial NPC, which is at the start point. In addition to that, you can type #help_me and your question to get a live response if there are helpers online, or for simple questions type /help and your question.

 

<0:45>  helga: helga

<0:45>  projoe just hit a teleport nexus, so s/he departed us.

<0:46>  FAFlok found a bag of gold, getting 5 gold coins

 

funcyion log

 

when did define in it this what got in my function log &

.\multiplayer.c.process_message_from_server:382

.\lights.c.new_minute:609

.\multiplayer.c.process_message_from_server:639

.\multiplayer.c.process_message_from_server:600

.\multiplayer.c.process_message_from_server:464

.\map_io.c.load_map:297

.\map_io.c.destroy_map:9

.\lights.c.new_minute:609

.\map_io.c.load_map:418

.\multiplayer.c.process_message_from_server:682

.\multiplayer.c.process_message_from_server:609

.\multiplayer.c.process_message_from_server:557

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

.\new_actors.c.add_enhanced_actor_from_server:524

.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced_actor_from_server:558

.\new_actors.c.add_enhanced_actor_from_server:613

.\new_actors.c.add_enhanced_actor_from_server:645

.\new_actors.c.add_enhanced_actor:45

.\new_actors.c.add_enhanced_actor_from_server:712

.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

.\actor_scripts.c.add_command_to_actor:594

.\actor_scripts.c.add_command_to_actor:658

.\multiplayer.c.process_message_from_server:353

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.\new_actors.c.add_enhanced_actor_from_server:769

.\multiplayer.c.process_message_from_server:344

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.\new_actors.c.add_enhanced_actor_from_server:544

.\new_actors.c.add_enhanced

Edited by jamesvm

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Meh, decided to rewrite the mutex handling. To test it use

-DOPTIMIZED_LOCKS -DPOSSIBLE_FIX

 

I'm aware of 1 problem so far - when switching directions the actor would stop being animated. I'll have a look at what's happening when my mind isn't burning :-)

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Just so you know, I fixed the bug with the actor not being animated after switching directions.

 

Please test and compile with:

-DOPTIMIZED_LOCKS -DPOSSIBLE_FIX

 

This is the data I used to write the new mutex handling (taken from a PM to Mihai):

 

Ok, it seems that the actor_list needs to be locked upon dealing with any variable that both the timer and the drawscene/network thread uses. I found 1 place where the timer thread can create problems where the actor would suddenly be free'd

The timer thread enters the following functions that use the actors_list:

 

next_command();

Which can change the following:

actors_list->cur_frame

actors_list->sit_idle

actors_list->stand_idle

actors_list->last_command

actors_list->stop_animation

actors_list->dead

actors_list->fighting

actors_list->rotate_z_speed

actors_list->rotate_frames_left

actors_list->rotating

actors_list->move_x_speed

actors_list->move_y_speed

actors_list->movement_frames_left

actors_list->moving

actors_list->after_move_frames_left

actors_list->busy

actors_list->que

 

Here's the problem with freeing an actor:

actor_scripts.c:292
                                                       switch(actors_list[i]->que[0]) {
                                                       case kill_me:
                                                               if(actors_list[i]->remapped_colors)
                                                                       glDeleteTextures(1,&actors_list[i]->texture_id);
                                                               free(actors_list[i]);
                                                               actors_list[i]=0;
                                                               break;

Should we not rather have this moved into the display_actors so we don't have to worry about the timer thread suddenly freeing an actor? Furthermore this doesn't free all textures!

 

and

 

move_to_next_frame();

Which accesses the following:

actors_list->movement_frames_left

actors_list->moving

actors_list->after_move_frames_left

actors_list->y_tile_pos

actors_list->x_tile_pos

actors_list->x_pos

actors_list->y_pos

actors_list->z_pos

actors_list->busy

actors_list->rotate_frames_left

actors_list->rotating

actors_list->x_rot

actors_list->y_rot

actors_list->z_rot

 

Furthermore it pushes an event that updates the camera and animates the actors - but that shouldn't be a problem for us.

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Just so you know, I fixed the bug with the actor not being animated after switching directions.

 

Please test and compile with:

-DOPTIMIZED_LOCKS -DPOSSIBLE_FIX

 

This is the data I used to write the new mutex handling (taken from a PM to Mihai):

 

Ok, it seems that the actor_list needs to be locked upon dealing with any variable that both the timer and the drawscene/network thread uses. I found 1 place where the timer thread can create problems where the actor would suddenly be free'd

The timer thread enters the following functions that use the actors_list:

 

next_command();

Which can change the following:

actors_list->cur_frame

actors_list->sit_idle

actors_list->stand_idle

actors_list->last_command

actors_list->stop_animation

actors_list->dead

actors_list->fighting

actors_list->rotate_z_speed

actors_list->rotate_frames_left

actors_list->rotating

actors_list->move_x_speed

actors_list->move_y_speed

actors_list->movement_frames_left

actors_list->moving

actors_list->after_move_frames_left

actors_list->busy

actors_list->que

 

Here's the problem with freeing an actor:

actor_scripts.c:292
                                                       switch(actors_list[i]->que[0]) {
                                                       case kill_me:
                                                               if(actors_list[i]->remapped_colors)
                                                                       glDeleteTextures(1,&actors_list[i]->texture_id);
                                                               free(actors_list[i]);
                                                               actors_list[i]=0;
                                                               break;

Should we not rather have this moved into the display_actors so we don't have to worry about the timer thread suddenly freeing an actor? Furthermore this doesn't free all textures!

 

and

 

move_to_next_frame();

Which accesses the following:

actors_list->movement_frames_left

actors_list->moving

actors_list->after_move_frames_left

actors_list->y_tile_pos

actors_list->x_tile_pos

actors_list->x_pos

actors_list->y_pos

actors_list->z_pos

actors_list->busy

actors_list->rotate_frames_left

actors_list->rotating

actors_list->x_rot

actors_list->y_rot

actors_list->z_rot

 

Furthermore it pushes an event that updates the camera and animates the actors - but that shouldn't be a problem for us.

so does mean compile client when update new changes it will let actuall play the game in fresh compile version.

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I don't know if it's fixed yet - if it's not then I have no idea on how to do it :-)

 

Please, anyone with knowledge of threading, look through my patch and give some feedback - perhaps I forgot something..?

 

EDIT: Darn, there are bugs still, we'll look at it tomorrow...

 

EDIT 2: Found it, will commit it in a few minutes...

Edited by Wytter

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