2011-12-28, 07:46 PM
I know that it is a segmentation fault that causes it, but I could not find it.
I am running the "official server" as an experiment. It runs on the latest version possible. If it does not get a segfault over time, then I will know that the problem is likely fixed and I should make a new release soon. Otherwise, I will continue to look for the issue.
2.3.4 is coming soon.
All bugs are fixed, and verified with the following command:
The testing procedure is to use the above command, wait for next round, and repeat once.
No crash occurred from the testing the first time.
EDIT: Looks like a crash from some subsequent tests... time to compile a debug client.
EDIT 2: The debug server (and Visual Studio's debugger) has found a buffer overflow that occurred from a typo.
EDIT 3: enet got a stack overflow when it ran out of memory (probably due to the way I was testing it, server debug with 40x speed), but should be "stable" now as there is no need to run a server at 40x.
EDIT 4: enet bug only happens if suicide bomber is deployed (infinite loop makes infinite packets, then enet can't allocate memory on the heap!)
EDIT 6: description of edit 3/4's bug:
you are about to be killed -> suicide bomber is deployed -> you are about to be killed -> suicide bomber is deployed -> ...
and it runs out of memory making packets on the heap for this...
but fixed in SVN.
EDIT 5: merged 2.3.4 with crash thread
I am running the "official server" as an experiment. It runs on the latest version possible. If it does not get a segfault over time, then I will know that the problem is likely fixed and I should make a new release soon. Otherwise, I will continue to look for the issue.
2.3.4 is coming soon.
All bugs are fixed, and verified with the following command:
Code:
/alias lol [gamespeed 1000;sleep 1000 [lol]];lol;botbalance 20
The testing procedure is to use the above command, wait for next round, and repeat once.
No crash occurred from the testing the first time.
EDIT: Looks like a crash from some subsequent tests... time to compile a debug client.
EDIT 2: The debug server (and Visual Studio's debugger) has found a buffer overflow that occurred from a typo.
EDIT 3: enet got a stack overflow when it ran out of memory (probably due to the way I was testing it, server debug with 40x speed), but should be "stable" now as there is no need to run a server at 40x.
EDIT 4: enet bug only happens if suicide bomber is deployed (infinite loop makes infinite packets, then enet can't allocate memory on the heap!)
EDIT 6: description of edit 3/4's bug:
you are about to be killed -> suicide bomber is deployed -> you are about to be killed -> suicide bomber is deployed -> ...
and it runs out of memory making packets on the heap for this...
but fixed in SVN.
EDIT 5: merged 2.3.4 with crash thread