bugBattle for Wesnoth - Bugs: bug #18591, Multiplayer Game Crashes when...

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bug #18591: Multiplayer Game Crashes when loading or starting a second game

Submitted by:  Thonsew <thonsew>
Submitted on:  Tue Aug 30 04:25:51 2011  
Category: BugSeverity: 4 - Important
Priority: 5 - NormalItem Group: Multiplayer
Status: Works For MePrivacy: Public
Assigned to: NoneOpen/Closed: Closed
Release: 1.9.8+svnOperating System: linux

Thu May 26 16:01:54 2016, comment #3:

I cannot repdpuce this eigher.

Since most of the code involved was recatored at least once since this report was opened i assume this prolem doesnt happen anymor.

Daniel <gfgtdf>
Project Member
Sat Mar 5 09:09:54 2016, comment #2:

Does this still happen? I haven't been able to reproduce this problem.

Wedge009 <wedge009>
Project Member
Thu Jul 26 20:59:04 2012, comment #1:

During a multiplayer game using Wesnoth 1.10.0 my client vanished suddenly, crashing without warning. The error message in my stderr file said I should report it here.

I was playing my scenario Fall of Trent using Bob's RPG Era. The crash happened just before my leader (my only unit) was killed by an orcish assassin.

A bug in my add-on accounts for the multiple instances of this: "error engine: could not de-serialize unit: game_error: creating unit with an empty type field". But after that it seems there are lots of problems with assigning ids to clones. I've attached the full report.

It was a multiplayer game, and I believe it was a reload. I don't think any of the other players crashed.

(file #16202)

Bob <bob_the_mighty>
Tue Aug 30 04:25:51 2011, original submission:

In multiplayer, game data is being incompletely reset, when loading new games. At the least the unit_map is not being reset, but there may be other structures not being reset. I am not familiar enough with multiplayer to fix this problem.

The particulars of the unit_map problem follow.
When n_unit::id_manager.clear() is called it resets the unit_ids to 0. However unit_map is not reset when id_manager.clear() is called, so there may be units stranded in the unit_map. Subsequently, if there is an id collision in the unit_map and it asks for a new id there will be many additional collisions.

Someone who knows the intent of the functions in multiplayer_connect calling id_manager.clear needs to determine what other portions of the game logic also need to be reset.

I have masked the crash in the unit_map by ignoring the first million collisions.

I added an error message referring to this bug report requesting specific information to replicate the bug.

Thonsew <thonsew>
Project Member


Attached Files
file #16466:  stderr.txt added by spookymagician (88kB - text/plain - heres mine... I was playing my addon UGS and we reloaded with a different player in MP. Me/-stf-/pkz were wondering what was going on... Maybe this is what caused the problem...?)
file #16202:  error_report.txt added by bob_the_mighty (18kB - text/plain)


Depends on the following items: None found

Items that depend on this one: None found


Carbon-Copy List
  • -unavailable- added by gfgtdf (Posted a comment)
  • -unavailable- added by wedge009 (Posted a comment)
  • -unavailable- added by spookymagician (Updated the item)
  • -unavailable- added by gabba
  • -unavailable- added by thonsew (Submitted the item)

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    Follow 8 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Thu May 26 16:01:54 2016gfgtdfStatusNone=>Works For Me
    Mon Sep 3 02:23:30 2012spookymagicianAttached File-=>Added stderr.txt, #16466
    Thu Jul 26 20:59:04 2012bob_the_mightyAttached File-=>Added error_report.txt, #16202
    Mon Dec 5 17:41:22 2011anonymissimusSeverity3 - Normal=>4 - Important
      Priority3 - Low=>5 - Normal
    Fri Nov 4 22:15:46 2011anonymissimusStatusNeed Info=>None
    Sat Sep 10 21:40:29 2011gabbaCarbon-Copy-=>Added gabba
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