bugFreeciv - Bugs: bug #20130, Cannot load savegame with ai type...

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bug #20130: Cannot load savegame with ai type != classic

Submitted by:  Marko Lindqvist <cazfi>
Submitted on:  Mon Sep 3 01:16:16 2012  
Category: aiSeverity: 3 - Normal
Priority: 5 - NormalStatus: Duplicate
Assigned to: Marko Lindqvist <cazfi>Open/Closed: Closed
Release: Operating System: None
Planned Release: 2.5.0Contains string changes: None

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Tue Jan 20 01:24:24 2015, comment #2:

Not reproducible any more (in S2_5 or later). I tested also with dynamic ai modules like in the original report, and not only with now-standard statically linked modules. If the needed module is loaded, savegame loading works just fine.

Related code modules have been rewritten a lot since the report. I don't know which exact change fixed this, but marking as duplicate of these rewrites anyway.

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Sat Nov 15 17:15:31 2014, comment #1:

Does this still happen? Do you have a savegame for testing?

Jacob Nevins <jtn>
Project Administrator
Mon Sep 3 01:16:16 2012, original submission:

I have savegame from game where AIs were "threaded":

> ./fcser -f freeciv-T0200-Y01500-auto.sav.bz2

1: Invalid AI type: 'threaded'!
1: Failure loading savegame!

> ./fcser -f freeciv-T0200-Y01500-auto.sav.bz2 -L threaded

2: Removing player AI*1.
1: in dai_auto_settler_free() [../../../../src.patched/ai/default/aisettler.c::1156]: assertion 'ai != ((void *)0)' failed.

It seems that it tries to remove initial "classic" ai player when loading savegame with another ai type, but that initial player is not in fact set up at that point (any more or yet)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.


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    Follow 5 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Tue Jan 20 01:24:24 2015cazfiStatusNone=>Duplicate
      Assigned toNone=>cazfi
    Mon Sep 3 20:11:04 2012cazfiCategoryNone=>ai
      Planned Release=>2.5.0
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