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[Bug 1263553] [NEW] (double?)-clicking on room when start room has no exits causes seg. faults in A* routine

 

Public bug reported:

I was getting fed up during debugging area and map code that I kept
getting segmentation faults in the A* route finder if I clicked on rooms
during usage of the 2D Map GUI.  It turns out that this is caused if
there are no (usable) exits from the start room for route finding - the
attached commit/patch checks for at least one unlocked route from the
start room and bails out before the route finder is started - returning
a false result to indicate the failure to find a route.

Of course in practical usages rooms with no exits aren't much use in
MUDs (death traps may not have a way out but unless you are an immortal
that is the least of the problems for those type of rooms 8-( ), more
likely is a room for which you have the ability to teleport to an
unfixed and thus un-mappable destination.  Alternatively the triggering
situation may occur during off-line map creation / editing.

The patch - being from my current development source tree - may not
match up on line number to the current Git version but as a single
monolithic code block it should still apply with a bit of fuzziness to
TMap.cpp .

** Affects: mudlet
     Importance: Medium
         Status: New

** Patch added: "commit-967b26d"
   https://bugs.launchpad.net/bugs/1263553/+attachment/3934501/+files/commit-967b26d

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https://bugs.launchpad.net/bugs/1263553

Title:
  (double?)-clicking on room when start room has no exits causes seg.
  faults in A* routine

Status in Mudlet the MUD client:
  New

Bug description:
  I was getting fed up during debugging area and map code that I kept
  getting segmentation faults in the A* route finder if I clicked on
  rooms during usage of the 2D Map GUI.  It turns out that this is
  caused if there are no (usable) exits from the start room for route
  finding - the attached commit/patch checks for at least one unlocked
  route from the start room and bails out before the route finder is
  started - returning a false result to indicate the failure to find a
  route.

  Of course in practical usages rooms with no exits aren't much use in
  MUDs (death traps may not have a way out but unless you are an
  immortal that is the least of the problems for those type of rooms 8-(
  ), more likely is a room for which you have the ability to teleport to
  an unfixed and thus un-mappable destination.  Alternatively the
  triggering situation may occur during off-line map creation / editing.

  The patch - being from my current development source tree - may not
  match up on line number to the current Git version but as a single
  monolithic code block it should still apply with a bit of fuzziness to
  TMap.cpp .

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