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lix-unstable's Issues

Host from within game: Pressing Shift+Esc segfaults

Lix 0.9.44
Host game yourself.
Open 2nd instance of Lix and connect to yourself.
Select and start a map.
During play, kill the 2nd instance of Lix with Shift+Esc.
Kill the 1st instance of Lix with Shift+Esc.
The 1st instance of Lix will now crash with the following backtrace:

  Thread 1 "lix" received signal SIGSEGV, Segmentation fault.
  0x0000555555c2d82d in _d_interface_cast ()
  (gdb) bt
  #0  0x0000555555c2d82d in _d_interface_cast ()
  #1  0x0000555555a9ad90 in object.destroy!(true, net.server.suite.Suite).destroy(net.server.suite.Suite) (obj=0x7ffff4f176d0)
      at /usr/include/dlang/dmd/object.d:4451
  #2  0x0000555555bce4a1 in net.server.hotel.Hotel.dispose() (this=...)
      at src/server/src/hotel.d:62
  #3  0x0000555555bcf970 in net.server.server.NetServer.~this() (
      this=0x7ffff55d3000) at src/server/src/server.d:68
  #4  0x0000555555bd09a5 in net.server.server.NetServer.__aggrDtor() (
      this=0x7ffff55d3000) at src/server/src/server.d:62
  #5  0x0000555555c2fbdb in rt_finalize2 ()
  #6  0x0000555555c997af in rt_finalizeFromGC ()
  #7  0x0000555555c909fb in core.internal.gc.impl.conservative.gc.Gcx.sweep() ()
  #8  0x0000555555c921e4 in core.internal.gc.impl.conservative.gc.Gcx.fullcollect(bool, bool, bool) ()
  #9  0x0000555555c96a40 in core.internal.gc.impl.conservative.gc.ConservativeGC.runLocked!(core.internal.gc.impl.conservative.gc.ConservativeGC.fullCollectNoStack().go(core.internal.gc.impl.conservative.gc.Gcx*), core.internal.gc.impl.conservative.gc.Gcx*).runLocked(ref core.internal.gc.impl.conservative.gc.Gcx*) ()
  #10 0x0000555555c8ec24 in core.internal.gc.impl.conservative.gc.ConservativeGC.fullCollectNoStack() ()
  #11 0x0000555555c8ebb2 in core.internal.gc.impl.conservative.gc.ConservativeGC.collectNoStack() ()

Blueprints: don't copy land

Naive implementation: When you hover, the current state's land bitmap gets duplicated 60 times per second.

That should not happen; don't dup hardware bitmaps this often.

Crash when building between blockers

I encounter a crash of the game in version 7.2.0. dmd version is v2.073.1. System: Ubuntu 14.04 LTS 64 bit.

Setup: put two blockers close to each other (such that the blocker fields overlap slightly, or that there is a very small gap between the blocker fields). Assign a builder between the two blockers. After a few bricks, a crash occurs (game closes).

Error trace:

core.exception.AssertError@src/lix/skill/builder.d(68): Assertion failure
----------------
??:? _d_assert [0x8caa44]
??:? void lix.skill.builder.__assert(int) [0x88f5d9]
src/lix/skill/builder.d:68 void lix.skill.builder.BrickCounter.buildBrick() [0x88e660]
src/lix/skill/builder.d:61 void lix.skill.builder.BrickCounter.perform() [0x88e5e0]
src/lix/perform.d:16 void lix.perform.performUseGadgets(lix.lixxie.Lixxie) [0x88c0f8]
src/lix/lixxie.d:514 void lix.lixxie.Lixxie.perform(lix.fields.OutsideWorld*) [0x88bad4]
src/game/model/model.d:261 _D4game5model5model9GameModel13updateLixxiesMFZ15performUnmarkedMFE3net2ac9PhyuOrderZ9__lambda2MFC4game5tribe5TribexiC3lix6lixxie6LixxieZv [0x832024]
src/game/model/model.d:223 _D4game5model5model9GameModel13updateLixxiesMFZ10foreachLixMFDFC4game5tribe5TribexiC3lix6lixxie6LixxieZvZv [0x831d35]
src/game/model/model.d:257 _D4game5model5model9GameModel13updateLixxiesMFZ15performUnmarkedMFE3net2ac9PhyuOrderZv [0x831f9b]
src/game/model/model.d:274 void game.model.model.GameModel.updateLixxies() [0x831c5b]
src/game/model/model.d:90 void game.model.model.GameModel.advance() [0x8310e4]
src/game/model/nurse.d:186 void game.model.nurse.Nurse.updateOnce() [0x833777]
src/game/model/nurse.d:125 void game.model.nurse.Nurse.updateTo(const(net.phyu.Phyu), const(game.model.cache.DuringTurbo)) [0x832f55]
src/game/core/speed.d:26 void game.core.speed.updatePhysicsAccordingToSpeedButtons(game.core.game.Game).upd(const(int), const(game.model.cache.DuringTurbo)) [0x827d5f]
src/game/core/speed.d:74 void game.core.speed.updatePhysicsAccordingToSpeedButtons(game.core.game.Game) [0x827cd5]
src/game/core/calc.d:25 void game.core.calc.implGameCalc(game.core.game.Game).noninputCalc() [0x823581]
src/game/core/calc.d:37 void game.core.calc.implGameCalc(game.core.game.Game) [0x8234f9]
src/game/core/game.d:194 void game.core.game.Game.calc() [0x825cc5]
src/basics/mainloop.d:251 void basics.mainloop.MainLoop.calc() [0x74e392]
src/basics/mainloop.d:85 void basics.mainloop.MainLoop.mainLoop() [0x74da1f]
src/main.d:37 int main.main(immutable(char)[][]).__lambda2() [0x895f4c]
../../../home/georg/.dub/packages/allegro-4.0.1_5.2.0/allegro5/system.d:45 extern (C) int allegro5.system.al_run_allegro(scope int delegate()).main_runner(int, char**) [0x8c635a]
../../../home/georg/.dub/packages/allegro-4.0.1_5.2.0/allegro5/system.d:62 int allegro5.system.al_run_allegro(scope int delegate()) [0x8c6331]
src/main.d:35 _Dmain [0x895ee3]
??:? _D2rt6dmain211_d_run_mainUiPPaPUAAaZiZ6runAllMFZ9__lambda1MFZv [0x8cf22f]
??:? void rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).tryExec(scope void delegate()) [0x8cf157]
??:? void rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).runAll() [0x8cf1d4]
??:? void rt.dmain2._d_run_main(int, char**, extern (C) int function(char[][])*).tryExec(scope void delegate()) [0x8cf157]
??:? _d_run_main [0x8cf0c3]
??:? main [0x896011]
??:? __libc_start_main [0xb2731f44]
Error executing command run:
Program exited with code 1

Climbable jumper hits corner, turns, falls

Physics branch.

In both 0.9 and the phys branch:

Assign climber to lix. Assign jumper to her. Have her jump into a weird corner (I forgot whether it was convex or concave) such that she sticks, plays the sound effect, turns, and falls -- all in the same frame. I suppose this is because she becomes a climber and immediately checks for ceiling.

I don't know what I expect in detail.

Sound effect for snapping climber shouldn't play because we don't see any climber frames.

Blueprints: Performance dent without hovering

On Forestidia's laptop:

Anyway You Want
0.9.21: 12 fps
naive blueprints, not hovering: 8 fps
naive blueprints, hovering for a short miner: 7 fps

Canadian Glade
0.9.21: 21-22 fps
naive blueprints, not hovering: 20-21 fps
naive blueprints, hovering for a medium-long miner: 17 fps

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