Sometimes, when a creature is not properly removed (don't know why), it still appear on the map, but with bugged health (hidden health and name) or 'flashing'.
Sometimes it happen when teleporting a dead player too, then, that 'strange copy' appear and mimic his changes of dir, but have no health too.
And just a bit more after that, the server crashes.
I'm not the only one that have experienced that crash on TFS 0.3.6PL1 before, looks like a bad reference to the creature that have been already removed from some parts of the system, but not from others...
Here's an example of crash log:
#0 0x0000000000000004 in ?? () #1 0x000000000057c5e7 in Player::canSeeCreatur - Pastebin.com
And here is exactly where it crashes:
It will always crash when trying to get a method from a creature, as the creature is invalid, it crashes.
Can be a creature->getPlayer(), creature->getMonster(), anything.
Does anybody knows how to fix that?
Regards, Ianelli.
Obs.:
It happens because creature is with an invalid memory address!
I think movement functions are in conflict with other functions, since on move you remove and re-create the creature...
Sometimes it happen when teleporting a dead player too, then, that 'strange copy' appear and mimic his changes of dir, but have no health too.
And just a bit more after that, the server crashes.
I'm not the only one that have experienced that crash on TFS 0.3.6PL1 before, looks like a bad reference to the creature that have been already removed from some parts of the system, but not from others...
Here's an example of crash log:
#0 0x0000000000000004 in ?? () #1 0x000000000057c5e7 in Player::canSeeCreatur - Pastebin.com
And here is exactly where it crashes:
Code:
if(const Player* player = creature->getPlayer())
It will always crash when trying to get a method from a creature, as the creature is invalid, it crashes.
Can be a creature->getPlayer(), creature->getMonster(), anything.
Does anybody knows how to fix that?
Regards, Ianelli.
Obs.:
It happens because creature is with an invalid memory address!
I think movement functions are in conflict with other functions, since on move you remove and re-create the creature...
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