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CF: Fix for "Free object on list, process_events"
- To: crossfire (at) ifi.uio.no
- Subject: CF: Fix for "Free object on list, process_events"
- From: Jan Echternach <>
- Date: Thu, 18 May 2000 15:15:19 +0200
- Mail-Followup-To:
- Reply-To: Jan Echternach <>
- Sender:
I will apply this patch to the CVS tree if there are no objections. It
fixes process_events() which was utterly broken because it kept
pointers to active objects during process_object() even though these
objects can be destroyed at any time. The objects that caused the
"Free object on list" messages were NOT on the active list. I've fixed
this bug by replacing the pointer to the next active object by a
special marker object that is inserted into the active list.
There is another bug in process_events() in that it calls
process_object() and uses the object after that. A proper fix will
require the was_destroyed() function which will be part of my apply()
cleanup patch, but it's to difficult to separate these changes from my
working tree. It will be fixed later.
*** orig/crossfire-0.95.5-cvs1/server/main.c Fri Apr 7 05:26:25 2000
--- crossfire-0.95.5-cvs1/server/main.c Thu May 18 14:14:26 2000
***************
*** 541,601 ****
continue;
process_events(map);
}
}
- #if 0
- /* process_events has been extended to take a map arguement, and
- * if that is non null, only process objects on that map. As such,
- * process_map is no longer needed.
- */
- /*
- * process_map(map): works like process_events(), but it only processes
- * objects within the map 'map'.
- */
-
- void process_map(mapstruct *map) {
- int flag;
- object *op, *next;
-
- process_players1(map);
-
- for(op=objects;op!=NULL;op=next) {
- if(QUERY_FLAG(op, FLAG_FREED)) { /* Was this object somehow freed as a result of */
- /* the actions of the previous object? */
- flag=0;
- break;
- }
- next=op->next;
-
- if(op->map!=map || op->type == PLAYER)
- continue;
-
- if (op->last_anim>=op->anim_speed && op->anim_speed != 0) {
- animate_object(op);
- op->last_anim=1;
- } else op->last_anim++;
- #ifdef CASTING_TIME
- if (op->casting > 0){
- op->casting--;
- }
- #endif
- if(op->speed_left>0) {
- --op->speed_left;
- if(process_object(op))
- continue;
- }
- }
- /* Now go through all objects and give them new speed */
- for(op=objects;op!=NULL;op=op->next)
- if(op->map==map&&op->speed&&op->speed_left<=0)
- op->speed_left+=op->speed>0?op->speed:-op->speed;
-
- process_players2(map);
- }
- #endif
-
/* process_players1 and process_players2 do all the player related stuff.
* I moved it out of process events and process_map. This was to some
* extent for debugging as well as to get a better idea of the time used
* by the various functions. process_players1() does the processing before
* objects have been updated, process_players2() does the processing that
--- 541,550 ----
***************
*** 686,754 ****
}
#define SPEED_DEBUG
! void process_events(mapstruct *map) {
object *op, *next;
! process_players1(map);
! for (op=active_objects; op!=NULL; op=next) {
! if(QUERY_FLAG(op, FLAG_FREED)) { /* Was this object somehow freed as a result of */
! /* the actions of the previous object? */
! LOG(llevDebug,"Free object on list, process_events\n");
! next=op->active_next;
! continue; /* If we have a free object, any values it might
! * have are likely garbage. breaking is probabyl
! * best, but let as at least continue and hope
! * for the best
! */
! /* break;*/
}
! next=op->active_next;
if (op->map == NULL && op->env == NULL && op->name &&
! op->type!=MAP && map==NULL)
{
! LOG(llevError, "Object without map or inventory: %s (%d)\n",
! op->name, op->count);
continue;
}
! if (map!=NULL && op->map!=map)
! continue;
!
! if(!op->speed) {
! /* This is not a real problem, unless it repeats for the the same
! * object. IF it just gets printed once, it likely means that that
! * object was killed/changed by the previous object
! */
! LOG(llevDebug, "Object %s has no speed, but is on active list\n",
! op->arch->name);
continue;
- }
/* Eneq(@csd.uu.se): Handle archetype-field anim_speed differently when
it comes to the animation. If we have a value on this we don't animate it
at speed-events. */
! if (op->anim_speed && op->last_anim>=op->anim_speed) {
! animate_object(op);
! op->last_anim=1;
! } else op->last_anim++;
! if(op->speed_left>0) {
--op->speed_left;
! process_object(op);
}
#ifdef CASTING_TIME
if (op->casting > 0)
op->casting--;
#endif
if (op->speed_left <= 0)
! op->speed_left+=(op->speed>0?op->speed:-op->speed);
}
! process_players2(map);
}
--- 635,730 ----
}
#define SPEED_DEBUG
! void process_events (mapstruct *map)
! {
object *op, *next;
+ object marker;
! process_players1 (map);
! /* Put marker object at beginning of active list */
! marker.active_next = active_objects;
! if (marker.active_next)
! marker.active_next->active_prev = ▮
! marker.active_prev = NULL;
! active_objects = ▮
!
! while (marker.active_next)
! {
! op = marker.active_next;
!
! /* Move marker forward - swap op and marker */
! op->active_prev = marker.active_prev;
! if (op->active_prev)
! op->active_prev->active_next = op;
! else
! active_objects = op;
! marker.active_next = op->active_next;
! if (marker.active_next)
! marker.active_next->active_prev = ▮
! marker.active_prev = op;
! op->active_next = ▮
!
! /* Now process op */
! if (QUERY_FLAG (op, FLAG_FREED)) {
! LOG (llevError, "BUG: process_events(): Free object on list\n");
! op->speed = 0;
! update_ob_speed (op);
! continue;
}
! if ( ! op->speed) {
! LOG (llevError, "BUG: process_events(): Object %s has no speed, "
! "but is on active list\n", op->arch->name);
! update_ob_speed (op);
! continue;
! }
if (op->map == NULL && op->env == NULL && op->name &&
! op->type != MAP && map == NULL)
{
! LOG (llevError, "BUG: process_events(): Object without map or "
! "inventory is on active list: %s (%d)\n",
! op->name, op->count);
! op->speed = 0;
! update_ob_speed (op);
continue;
}
! if (map != NULL && op->map != map)
continue;
/* Eneq(@csd.uu.se): Handle archetype-field anim_speed differently when
it comes to the animation. If we have a value on this we don't animate it
at speed-events. */
! if (op->anim_speed && op->last_anim >= op->anim_speed) {
! animate_object (op);
! op->last_anim = 1;
! } else {
! op->last_anim++;
! }
! if (op->speed_left > 0) {
--op->speed_left;
! process_object (op);
}
+
#ifdef CASTING_TIME
if (op->casting > 0)
op->casting--;
#endif
if (op->speed_left <= 0)
! op->speed_left += FABS (op->speed);
}
! /* Remove marker object from active list */
! if (marker.active_prev != NULL)
! marker.active_prev->active_next = NULL;
! else
! active_objects = NULL;
!
! process_players2 (map);
}
--
Jan
-
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