Strange segfaults when another client connects
Bug #420180 reported by
Sari Dalum
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.
Changed in poddie: | |
importance: | Undecided → Critical |
status: | New → Confirmed |
Changed in poddie: | |
status: | Confirmed → In Progress |
Changed in poddie: | |
status: | In Progress → Fix Committed |
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 |
Changed in poddie: | |
status: | Fix Committed → Fix Released |
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Changing the player vector
std::vector < Player > player
to use references instead
std::vector < Player* > player
might solve the problem.
TBD