Notes |
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(0008134)
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Dusk
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2014-01-26 10:28
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From the line number I guess this is from 1.2, isn't it? |
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Correct. I didn't get a backtrace, the assert was the best I could do. I was hoping that it would be something simple like properly vetting incoming packets or something. |
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We should probably add a safeguard? |
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IIRC the function already has a "pointer != NULL" check right after the assert... |
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If you compile with CMake, if you compile the game with RelWithDebInfo, the assertion should go away, but I believe there's a good reason the assertion is present.
Also, the assertion happens because for some reason the codepointer A_CheckSight calls P_CheckSight with first parameter NULL, as if one of the player's camera is missing (you need at least 2 players to reproduce, sadly with big mods). |
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(0013037)
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arkore
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2015-08-03 20:52
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I've added an example wad here now, using hub maps, because this is related to 0002342 -- same error occurred there too. |
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(0013038)
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Edward-san
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2015-08-03 22:22
(edited on: 2015-08-03 22:24) |
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The example wad makes the assertion appear when zandronum-server is compiled with Debug mode on. To reproduce:
- host a server with the example wad,
- connect two clients,
- join both clients as players,
- let the first one walk through the portal,
- after teleporting to the hub map, walk forward, until the server crashes.
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(0013978)
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Dusk
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2015-12-13 03:10
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Assertion failures may happen if Debug builds are used. If you don't want them, don't use Debug builds. |
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