After fourth battle turn it crashed. But it may be also graphic driver(which is not fully finished) problem on my ATI r600 graphic card. Revision 3835 on Linux.ResolvingCombat: waiting for orders from empires 0 1
received orderd for empire 1
received orderd for empire 0
all orders received; processing turn
turn complete; sending out updates to empires 0 1
received orderd for empire 1
received orderd for empire 0
all orders received; processing turn
turn complete; sending out updates to empires 0 1
received orderd for empire 1
received orderd for empire 0
all orders received; processing turn
turn complete; sending out updates to empires 0 1
received orderd for empire 0
received orderd for empire 0
received orderd for empire 1
all orders received; processing turn
Segmentation fault
$ turn complete; sending out updates to empires main() caught exception(std::runtime_error): Broken pipe
3D Battle Crash
Moderator: Oberlus
3D Battle Crash
After I get into 3d battle, then I get this on console:
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: 3D Battle Crash
Please attach log files from after the crash.
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: 3D Battle Crash
In the server log, the combat round before the crash has two sets of orders being received from player 0. Perhaps the two got out of sync, one aborted when things became inconsistent, and the other aborted when the connection was lost?
The "Broken Pipe" exception suggests that the client is crashing, and the server then has a problem because its connection to the client becomes invalid. I can't really validate that against the details of the logs, though...
It might help if you added some additional debug output in the various parts of ResolvingCombat::react(const CombatRoundUpdate& msg) and ServerApp::ProcessCombatTurn(). This might help narrow down where things are crashing...
The "Broken Pipe" exception suggests that the client is crashing, and the server then has a problem because its connection to the client becomes invalid. I can't really validate that against the details of the logs, though...
It might help if you added some additional debug output in the various parts of ResolvingCombat::react(const CombatRoundUpdate& msg) and ServerApp::ProcessCombatTurn(). This might help narrow down where things are crashing...