bugFreeciv - Bugs: bug #20045, assertion failed with civ2civ3...

 
 
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bug #20045: assertion failed with civ2civ3 over S2_4

Submitted by:  David Fernandez <bardo>
Submitted on:  Fri 10 Aug 2012 02:03:47 AM UTC  
 
Category: NoneSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: Operating System: None
Planned Release: 

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Mon 12 May 2014 01:49:50 PM UTC, comment #18:

It could be also something like bug #21899 if units were bounced for any reason.

pepeto <pepeto>
Project Member
Mon 29 Apr 2013 12:04:35 AM UTC, comment #17:

If allied transports are involved, this could be bug #20727 (transport moving out of sight, getting unloaded for removal from client end before cargo moves)

Marko Lindqvist <cazfi>
Project Administrator
Fri 29 Mar 2013 06:14:37 PM UTC, comment #16:

> in unit_transport_unload() [unit.c::2072]: assertion 'same_pos(unit_tile(pcargo), unit_tile(ptrans))' failed.

I've seen this assertion failing in 2.4.0-beta1 on the client a couple of times when testing with loading/unloading submarines and cruise missiles to try to reproduce bug #20668.

I haven't worked out exactly what triggers it yet. I've not seen it with the head of S2_4 but that's not conclusive; however I suspect changes since beta1 (notably bug #20085) are likely to have perturbed this area.

Jacob Nevins <jtn>
Project Administrator
Wed 13 Mar 2013 08:43:47 PM UTC, comment #15:

Another fixed bug of which this could be duplicate: bug #20498

Marko Lindqvist <cazfi>
Project Administrator
Tue 28 Aug 2012 04:13:16 AM UTC, comment #14:

I'm afraid it keeps failing with the same error. I tested S_4 r21843 that includes the mentioned patch.
The error appears when I reload the savegame posted here, and also when I start a new clean game.

David Fernandez <bardo>
Thu 23 Aug 2012 06:59:17 PM UTC, comment #13:

So unit unloading failure. I'm not sure if bug #20085 could explain this, but it would be worth testing if now committed fix to it fixed this too.

Marko Lindqvist <cazfi>
Project Administrator
Sun 12 Aug 2012 09:13:45 PM UTC, comment #12:

OK, reproduced an assertion failure.

Client asserted (and died since I used -F) between T0110 and T0111.

Client backtrace:

Jacob Nevins <jtn>
Project Administrator
Sun 12 Aug 2012 05:58:13 PM UTC, comment #11:

>Can you test if this asserts for you?

When I launch your .serv (that includes set timeout -1), it seems to work even without "debug enabled", and I do get the assertion error in the client.

>You could start server with "-d 3" and read output after >"rulesetdir civ2civ3" carefully to see that every file is read >from correct path.

Good point. It seems to load the right files from correct paths. The lua scripts and the nations are taken from default rules, I never know if I should include those unmoded files in my packs.

David Fernandez <bardo>
Sun 12 Aug 2012 04:45:01 PM UTC, comment #10:

> the code does not compile for me when I try
> "./autogen.sh --enable-debug"


Could you raise this as separate bug ticket? With exact error message from the compiler.

Marko Lindqvist <cazfi>
Project Administrator
Sun 12 Aug 2012 04:40:03 PM UTC, comment #9:

Right, it is client side error... Sorry I didn't realize it.

>- Minplayers setting set to 0 (I'm still curios of how you started the all-ai game when minplayers setting was not 0 - had you first human player that was then turned to ai?)

Yes, I start with human, then I turn to ai, and then I set timeout.
It is the only way I have found since timeout = -1 does not work for me and the code does not compile for me when I try "./autogen.sh --enable-debug"

I must say I have not been able to reproduce the error with the previous version of the mod v2.4-1, so it seems someway related to my latest changes for v2.4-2.

I'm glad you catched the same error. Thanks for the help, I'll keep testing.

David Fernandez <bardo>
Sun 12 Aug 2012 02:54:22 PM UTC, comment #8:

...and it was on the client. I'd left the server just running with the client as global observer.

Jacob Nevins <jtn>
Project Administrator
Sun 12 Aug 2012 02:53:08 PM UTC, comment #7:

Hey, hey, I got one of these assertion failures. At some point. Lost it. Darn. I'll try again.

Jacob Nevins <jtn>
Project Administrator
Sun 12 Aug 2012 02:52:57 PM UTC, comment #6:

Is it possible that you have old version of some ruleset file in the FREECIV_DATA_PATH so that it (that single) file gets used instead of correct one? You could start server with "-d 3" and read output after "rulesetdir civ2civ3" carefully to see that every file is read from correct path.

Marko Lindqvist <cazfi>
Project Administrator
Sun 12 Aug 2012 02:29:09 PM UTC, comment #5:

I was about to ask the same thing re client vs server assertions.

I've just built 2.4.0-beta1 and downloaded the v2.4-2 modpack via freeciv-modpack and I also can't provoke the savegame into any assertions. Perhaps an exact sequence of steps? -- I wasn't sure which player to /take, for instance.

> assertion 'same_pos(unit_tile(pcargo), unit_tile(ptrans))' failed.

We know we have a lurking problem with the client not being kept up to date with unit state (bug #19612, bug #19904). If this message is from the client, could be more of the same?

Jacob Nevins <jtn>
Project Administrator
Sun 12 Aug 2012 02:15:29 PM UTC, comment #4:

Oh, does the assert happen in server or client side? You haven't actually said that, but for some reason I've tried to reproduce server side crash.

Attached is the autogame I tested:
- civ2civ3.serv settings
- Random seed from the savegame you provided
- Minplayers setting set to 0 (I'm still curios of how you started the all-ai game when minplayers setting was not 0 - had you first human player that was then turned to ai?)
- timeout set to -1 ("proceed as fast as you can) This requires --enable-debug build

Can you test if this asserts for you?

(file #16381)

Marko Lindqvist <cazfi>
Project Administrator
Sun 12 Aug 2012 01:52:55 PM UTC, comment #3:

I'm still curious to know the reason of this error, even if it only happens to me. Else I'm not going to be able to test any freeciv version until there is a window installer.

I have successfully installed the new v2.4 beta1 over ubuntu 9.04 (with make install), I have installed the new civ2civ3 v2.4-2 (with freeciv-modpack), and I still get the same "assertion" error in every game.

The error keeps appearing when I launch the installed "freeciv-gtk2", so it is not related to the script "fcgui".
I have never seen this error with default rules, only with civ2civ3. It happens when I use freeciv-modpack to install the mod, when I manually copy the files to data folder, and also when I overwrite the default ruleset files.
(this last method used to solve the problem with the other assertion error that I reported bug #19925).

David Fernandez <bardo>
Sat 11 Aug 2012 01:46:34 AM UTC, comment #2:

>Are these the settings you used?

Yes, with those settings my games always end crashing around turn 100 to 150.
Actually, the savegame I uploaded always crashes to me when I end the turn.

It is an autosave from a game that I was playing under AI control, with "/set timeout 10" and I did not change the settings before saving, sorry.
I wonder if the time limit could be affecting the AI? Is there any other way to play the game under AI contol?

If this savegame does not crash to you after the end of turn,
I'd assume there is some issue in my installation or the way I compile the code that is causing these "assertion errors", like the latest one I reported.

I have revised the files of this updated civ2civ3 pack and I did not change anything related to transports or unit types. If it does not crash to you, I'd say the pack is ready to replace the previous version.

I'll test it again as soon as there is a version of the next beta that I do not need to compile... to be sure.

David Fernandez <bardo>
Fri 10 Aug 2012 10:36:05 PM UTC, comment #1:

I can't reproduce the crash from the savegame. It's curious savegame, though, in that all players are under AI control, but minplayers setting prevents starting the game again without human taking one player.

I'm currently running autogame with default civ2civ3 settings (its .serv file) and randseed from the savegame to see if I can reproduce this way. Are these the settings you used?

Marko Lindqvist <cazfi>
Project Administrator
Fri 10 Aug 2012 02:03:47 AM UTC, original submission:

I have updated the modpack civ2civ3 for v2.4.
The attached modpack is supposed to be ready to replace the previous v2.4-1.

However, in a couple of tests with S2_4 rev21764, the game have ended with this error:

Attached savegame at the turn just before the error happens.

David Fernandez <bardo>

 

(Note: upload size limit is set to 1024 kB, after insertion of the required escape characters.)

Attach File(s):
   
   
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Attached Files
file #16381:  c2c3rp.serv added by cazfi (652B - application/octet-stream)
file #16366:  civ2civ3_v2.4.zip added by bardo (64kB - application/zip)
file #16367:  freeciv-T0079-Y-0525-auto.sav.gz added by bardo (181kB - application/x-gzip)

 

Depends on the following items: None found

Digest:
   bug dependencies.

 

Carbon-Copy List
  • -unavailable- added by pepeto (Posted a comment)
  • -unavailable- added by jtn (Posted a comment)
  • -unavailable- added by cazfi (Posted a comment)
  • -unavailable- added by bardo (Submitted the item)
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    Follow 4 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Sun 07 Apr 2013 10:08:48 AM UTCjtnDependencies-=>bugs #20722 is dependent
    Sun 12 Aug 2012 02:15:29 PM UTCcazfiAttached File-=>Added c2c3rp.serv, #16381
    Fri 10 Aug 2012 02:03:47 AM UTCbardoAttached File-=>Added civ2civ3_v2.4.zip, #16366
      Attached File-=>Added freeciv-T0079-Y-0525-auto.sav.gz, #16367
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