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Bug #830553

closed

Qt client may crash when setting a rally point and the city is lost

Added by Louis Moureaux almost 4 years ago. Updated over 3 years ago.

Status:
Closed
Priority:
Normal
Assignee:
Category:
gui-qt
Sprint/Milestone:
Start date:
Due date:
% Done:

0%

Estimated time:

Description

Steps to reproduce:

  • In the Qt client, start setting a rally point, select an empty size 1 city near a border
  • With another instance to wipe the city with the other player (or remove it in edit mode)
  • In the first client, click anywhere on the map

The Qt client crashes because it tries to access the position of a city that has been freed (https://github.com/freeciv/freeciv/blob/master/client/gui-qt/mapctrl.cpp#L269).

Qt client's rally points were first seen in 2.6. A proper fix will also require changes to the common code. I'll come up with a minimal patch for this branch.

In 3.0 and later it should be fixed together with the transition to server-side rally points (#822927).


Files

0001-Fix-crashes-in-Qt-client-side-rally-points.patch (4.51 KB) 0001-Fix-crashes-in-Qt-client-side-rally-points.patch 2.6 & 3.0 Louis Moureaux, 2020-02-03 09:15 PM
rally-city.sav.bz2 (14.5 KB) rally-city.sav.bz2 Chippo Elder, 2020-02-04 09:43 AM
rally-city.png (647 KB) rally-city.png Chippo Elder, 2020-02-04 09:54 AM

Related issues

Related to Freeciv - Feature #822927: Rally points for citiesClosedMarko Lindqvist

Actions
Related to Freeciv - Bug #858746: Setting a rally point out of the map crashes the Qt clientClosedMarko Lindqvist

Actions
Actions #1

Updated by Louis Moureaux almost 4 years ago

Actions #2

Updated by Louis Moureaux almost 4 years ago

In 3.0 and later it should be fixed together with the transition to server-side rally points (#822927).

Just realized that server-side RP didn't make it to 3.0. Hopefully a patch similar to the one for 2.6 can be used.

Actions #3

Updated by Jacob Nevins over 3 years ago

  • Sprint/Milestone changed from 2.6.1 to 2.6.2
Actions #5

Updated by Jacob Nevins over 3 years ago

(Patch contains strings, so we want it on S2_6 by end of Thursday to meet 2.6.2 string freeze.)

Actions #6

Updated by Chippo Elder over 3 years ago

So how do you go about testing this patch from one machine?

I started a server, set minplayers to 2 and aifill to 0. Started two qt clients. The first one connects to the server no problem. The second one won't, and the server's console says:

2: Connection request from chippo from chippo-Aspire-V3-731
2: c3 has client version 2.6.1+
2: Client rejected: c3 from chippo-Aspire-V3-731 (connection incomplete).
2: chippo was rejected: Duplicate login name [chippo-Aspire-V3-731].
2: Lost connection: c3 from chippo-Aspire-V3-731 (rejected).

What? It can't be using my ip address as my unique key! It must be ip-addr/src-port.

So, what do you do? How can I test this patch with only one machine?

Actions #7

Updated by Chippo Elder over 3 years ago

Oops. Already resolved. This idiot here, overuses 'chippo' for machines, logins, people, everything.

I just had to change the username and all's going fine.

Actions #8

Updated by Chippo Elder over 3 years ago

I can't replicate the original problem.

The attached savegame is for 2 human players, 'chip' and 'chop'. If you connect with chop, you'll see that the Settler [l tgt="unit" id=116 name="Settlers" /] has a rally point on the city [l tgt="city" id=118 name="Lakam Ja'" /] for it's Go-To to [l tgt="city" id=115 name="Yax Mutal" /].

Connected as chip, you'll see have a Centurion standing next to Lakam Ja'. Press Turn done a few times in each client, destroying the city with your Centurion. A turn or two later, check out the Settler's orders. They look fine. See attached screenshot.

This is all 2.6.1+ (modified 7c30e20232), gui-qt client (unpatched).

Actions #9

Updated by Jacob Nevins over 3 years ago

  • Status changed from New to Resolved
  • Assignee set to Jacob Nevins

I can't replicate the original problem. [...]

I think the problem is before that point -- specifically when a city goes away while the user is still selecting a rally point for its future units.

Once a city has made a unit and given it goto orders, as in this case, the city's rally point is irrelevant to it.

I can replicate trouble from your savegame:
  1. As chip: Multiplayer / Set/unset rally point
  2. As chip: click on Lakam Ja'
  3. As chop: destroy Lakam Ja'
  4. As chip: click somewhere on the map

(It didn't crash for me, but it said "Tile (70, 17) set as rally point from city @�f���." so clearly it was unhappy. Louis' patch fixed the issue.)

Actions #10

Updated by Jacob Nevins over 3 years ago

...so I plan to commit the patch to S2_6/S3_0 soon.

(Louis said on IRC that the originally reported crash is already fixed on master; there is another crash fixed by this patch that causes an assertion failure on master, apparently. That probably wants another ticket.)

Actions #11

Updated by Louis Moureaux over 3 years ago

Jacob Nevins wrote:

...so I plan to commit the patch to S2_6/S3_0 soon.

(Louis said on IRC that the originally reported crash is already fixed on master; there is another crash fixed by this patch that causes an assertion failure on master, apparently. That probably wants another ticket.)

-> #858746

Actions #12

Updated by Jacob Nevins over 3 years ago

  • Related to Bug #858746: Setting a rally point out of the map crashes the Qt client added
Actions #13

Updated by Jacob Nevins over 3 years ago

  • Status changed from Resolved to Closed

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