I dug through the log here is what if found. After the game has been saved all movement for wares get cancelled. The stuck ware is MO(761,grout) which becomes MO(746,grout) after loading the game. The movement gets cancelled once again after the game has been loaded. As far as I understand the log, after destroying the road MO(746,grout) gets cancelled again. I hope this somehow helps.
I dug through the log here is what if found. After the game has been saved all movement for wares get cancelled. The stuck ware is MO(761,grout) which becomes MO(746,grout) after loading the game. The movement gets cancelled once again after the game has been loaded. As far as I understand the log, after destroying the road MO(746,grout) gets cancelled again. I hope this somehow helps.
Wouldn't the flag-unfreezer branch help?
https:/ /code.launchpad .net/~widelands -dev/widelands/ flag_unfreezer
Here are the parts of the important parts of the log file.
FATAL ERROR - game crashed. Attempting emergency save.
SaveHandler: :save_game( ) took 576ms player_ controller( 1, Player 2) client( 0, CLIENT_LEFT_GAME, )
[Host]: disconnect_
[Host]: disconnect_
[NetHost] Closing network connection to some client.
MO(767,log): cancel_moving
MO(765,blackwood): cancel_moving
MO(763,granite): cancel_moving
MO(761,grout): cancel_moving
MO(756,blackwood): cancel_moving
MO(754,granite): cancel_moving
MO(752,grout): cancel_moving
lastserial: 0
New Game:
Reloading the game from replay
MO(749,log): cancel_moving
MO(748,blackwood): cancel_moving
MO(747,granite): cancel_moving
MO(746,grout): cancel_moving
MO(742,blackwood): cancel_moving
MO(741,granite): cancel_moving
MO(740,grout): cancel_moving
[sync] Reset
MO(741,granite): cancel_moving
MO(742,blackwood): cancel_moving
MO(746,grout): cancel_moving
MO(747,granite): cancel_moving
.
.
.
MO(748,blackwood): cancel_moving
.
.
.
Road gets destroyed.
MO(746,grout): cancel_moving