View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0000888 | Dwarf Fortress | Pathfinding | public | 2010-04-09 11:07 | 2011-03-23 13:02 |
Reporter | darkfred | Assigned To | Toady One | ||
Priority | high | Severity | crash | Reproducibility | sometimes |
Status | resolved | Resolution | duplicate | ||
Product Version | 0.31.03 | ||||
Fixed in Version | 0.31.22 | ||||
Summary | 0000888: Crash when creating a burrow with no area designated and adding dwarves. | ||||
Description | I added all my dwarves to a new burrow. Did not designate a location for this burrow. It immediately crashed on exiting the screen. | ||||
Steps To Reproduce | See DoctorZuber's note A short, reproducible crash method is appended here --- 1. (w) (a) create burrow, define nothing 2. (esc) leave the screen 3. (m) (a) go to alerts 4. assign the alert to the burrow 5. crash | ||||
Tags | burrow, crash | ||||
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Does it reproduce if you try the same thing again? |
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I have been avoiding the creating of zero size burrows since then. I will do some tests tonight and see if I can reproduce it. |
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It reproduces. I just made a burrow (without designating a size) and assigned the first 7 dwarves to it. After it started making announcements about job cancellations, it crashed. |
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Reproduces here, but fiddling with this a bit more... I created a burrow, added a citizen to it with c which did not immediately cause a crash. trying a few things going back and forth between burrows, adding more citizens, finally crashed after several tries. crashed when pressing (w) for the burrows screen. I will try to isolate this more. |
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1. (w) (a) create burrow, define nothing 2. (esc) leave the screen 3. (m) (a) go to alerts 4. assign the alert to the burrow 5. crash 6. repeating 1-5 for consistency test causes the crash again. 7. retrying this several times reveals that a frame must pass before the crash occurs. pausing before doing these steps temporarily avoids the crash. Trying another direction from scratch 8. (w) (a) as before, define burrow 9. (c) add a single citizen to the burrow 10. leave the screen and unpause -- No immediate crash. strange. 11. (w) (a) (c) add more citizens to the burrow. 12. again, no immediate crash. what's different here ? 13. shortly after saying this the game crashes. okay... now what? Trying to isolate further... 14. (w) (a) as before, define burrow 15. (c) adding all seven citizens to burrow 16. leave the screen, unpause, crashes a very short time after unpausing. 17. repeating 14 to 16 several times consistently crashes within a few seconds of unpausing. Possible quirk of pathfinding altering the result slightly? 18. (w) (a) as before define burrow 19. (c) adding single citizen to burrow 20. leave screen, unpause, no crash... strange... - 20a. looking closer reveals that my citizen (woodcutter) is stuck downstairs in the middle of a "store item in stockpile" task. Not quite what I was looking for, possible relation to 0000733 - 20b. deleting the burrow frees up the woodcutter to move normally. - 20c. crashing again with 14-16 to reset my test area. 21. repeating 18-20 with a different citizen results in a crash within a few seconds as expected. 22. repeating this test generates a stuck mason with no-job End of test Conclusions - as soon as a citizen tries to path to an undefined burrow, the game crashes. - sometimes citizens fail to path prior to causing this crash. when this occurs they become stuck as described in 0000733. |
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I have information to add to this. ======================================================================== EXPERIMENT A Steps: 1. Create a burrow and include in it all aboveground areas plus all excavated areas. 2. Put everyone in this burrow except a few individuals. 3. Create a second burrow but do not include any area in this burrow. 4. Let the game run for a time. No crash results. ======================================================================== EXPERIMENT B Steps: 1. Create a burrow and include in it all aboveground areas plus all excavated areas. 2. Put everyone in this burrow. 3. Create a second burrow but do not include any area in this burrow. 4. Put a few individuals into this burrow. 5. Let the game run for a time. No crash results. ======================================================================== EXPERIMENT C Steps: 1. Create a burrow and include in it all aboveground areas plus all excavated areas. 2. Put everyone in this burrow except a few individuals. 3. Create a second burrow but do not include any area in this burrow. 4. Put the individuals excepted from the first burrow into this one. The game will crash almost immediately. ======================================================================== EXPERIMENT D Steps: 1. Create a burrow and include in it all aboveground areas plus all excavated areas. 2. Put everyone in this burrow. 3. Let the game run for a time. 4. Create a second burrow but do not include any area in this burrow. 5. Put a few individuals into this one and simultaneously remove them from the first burrow. The game will crash after some small delay, which is presumably the next time it updates the positions of those individuals who were removed from the common burrow and assigned to the burrow with no area. ======================================================================== EXPERIMENT E Steps: 1. Create a burrow and include in it all aboveground areas plus all excavated areas. 2. Put everyone in this burrow except a few individuals. 3. Let the game run for a time. 4. Create a second burrow but do not include any area in this burrow. 5. Remove the burrow designation from a small area of the first burrow. 5. Put the individuals excepted above into the second burrow. 6. Let the game run. The game will crash after a delay while spamming errors from pathing, even though there is an accessable burrow-free section. ======================================================================== CONCLUSION When the game is forced to place Dwarves in a burrow with no defined area, it crashes. This only happens if they are assigned to only one burrow and that burrow has no area defined. If they are assigned to more than one burrow and one of those has an area, the game doesn't seem to have a problem. Providing an accessable burrow-free area does not remedy the problem although the symptoms are leading up to the crash may be slightly different in that case. Link to fortress used in experiments: http://dffd.wimbli.com/file.php?id=2655 |
Date Modified | Username | Field | Change |
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2010-04-09 11:07 | darkfred | New Issue | |
2010-04-09 11:10 |
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Relationship added | parent of 0000092 |
2010-04-09 11:11 |
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Note Added: 0002362 | |
2010-04-09 11:20 | darkfred | Note Added: 0002363 | |
2010-04-09 11:34 |
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Note Added: 0002365 | |
2010-04-09 11:38 | DoctorZuber | Note Added: 0002367 | |
2010-04-09 11:55 |
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Reproducibility | have not tried => sometimes |
2010-04-09 12:03 | DoctorZuber | Note Added: 0002374 | |
2010-04-09 12:09 | DoctorZuber | Note Edited: 0002374 | |
2010-04-09 12:15 | Kennel | Tag Attached: burrows | |
2010-04-09 12:15 | Kennel | Tag Attached: crash | |
2010-04-09 12:16 | Kennel | Tag Attached: burrow | |
2010-04-09 12:16 | Kennel | Tag Detached: burrows | |
2010-04-30 16:43 | Logical2u | Product Version | => 0.31.03 |
2010-04-30 16:43 | Logical2u | Steps to Reproduce Updated | |
2010-06-21 11:17 |
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Relationship added | related to 0002412 |
2010-07-11 08:48 | slink | Note Added: 0009934 | |
2010-11-05 15:32 | Logical2u | Relationship added | has duplicate 0003519 |
2011-03-19 16:46 | Toady One | Status | new => resolved |
2011-03-19 16:46 | Toady One | Fixed in Version | => 0.31.22 |
2011-03-19 16:46 | Toady One | Resolution | open => fixed |
2011-03-19 16:46 | Toady One | Assigned To | => Toady One |
2011-03-23 13:02 |
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Resolution | fixed => duplicate |