Strange segfaults when another client connects

Bug #420180 reported by Sari Dalum
10
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Poddie
Fix Released
Critical
Sari Dalum

Bug Description

How to reproduce:

* Host a server.
* Connect with a client and create some components.
* Connect with another client - the first client will now get a segfault.

The segfault is caused by some very mysterious behaviour: All variables assigned to the controlled player are "reset" to random values. I have absolutely no clue how to fix this, nor the slightest idea why it happens.

This does not happen if both clients are already connected upon the creation of the components.
This always happens if Player 0 creates components and Player 1 joins, but with any other player-number it is not guaranteed to take place.

Sari Dalum (don.s)
Changed in poddie:
importance: Undecided → Critical
status: New → Confirmed
Revision history for this message
Sari Dalum (don.s) wrote :

Changing the player vector
  std::vector < Player > player
to use references instead
  std::vector < Player* > player
might solve the problem.

TBD

Revision history for this message
Sari Dalum (don.s) wrote :

I meant pointers, not references.

Sari Dalum (don.s)
Changed in poddie:
status: Confirmed → In Progress
Sari Dalum (don.s)
Changed in poddie:
status: In Progress → Fix Committed
Sari Dalum (don.s)
Changed in poddie:
status: Fix Committed → Fix Released
status: Fix Released → Fix Committed
assignee: nobody → Sakse "Don S" Dalum (don.s)
milestone: none → 0.1.0
Sari Dalum (don.s)
Changed in poddie:
status: Fix Committed → Fix Released
To post a comment you must log in.
This report contains Public information  
Everyone can see this information.

Other bug subscribers

Remote bug watches

Bug watches keep track of this bug in other bug trackers.