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Message #03489
Re: [Bug 1263553] [NEW] (double?)-clicking on room when start room has no exits causes seg. faults in A* routine
So this is actually the same bug I just fixed for the pathfinding between
non connected rooms. Any reason you didn't just commit this to the github
repo?
On Sun, Dec 22, 2013 at 5:37 PM, Stephen Lyons
<1263553@xxxxxxxxxxxxxxxxxx>wrote:
> 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
>
> --
> You received this bug notification because you are subscribed to Mudlet.
> 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 .
>
> To manage notifications about this bug go to:
> https://bugs.launchpad.net/mudlet/+bug/1263553/+subscriptions
>
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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 .
To manage notifications about this bug go to:
https://bugs.launchpad.net/mudlet/+bug/1263553/+subscriptions
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