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merge conflicts #7

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merged 252 commits into from
Mar 15, 2022

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a-chancey
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Summary

Category "Brief description"

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Testing

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KorGgenT and others added 30 commits February 28, 2022 22:41
so it knows how to use existing labels, however it does it when it feels
like it apparently, 'cause it just made new labels when I tested it in
my repo
make all occurrences of '**' in rubik's dialogue similar to each other
Restore millability of cattail rhizomes which was accidentally removed some time ago
…es, moved worn to top not all (which is what it was before)
LyleSY and others added 26 commits March 12, 2022 09:45
removed mod goats from monstegroups
removed goats from mod as a new goat monster was added to vanilla game
Something changed and the cache we've kept around forever isn't hitting right again.
TropiCata: remove goats from mod
* Game uses a modified gettext now.
* There are now 50k+ strings (with mods), so marked that.
* You can switch language in game now, so noted that.
* Minor fix to Cataclysm not being uppercase.
[DinoMod] Saurischian dino nests
Minor fix to TRANSLATING guide
@a-chancey a-chancey merged commit 78fe97f into a-chancey:TailoringRecipeOverhaul-Cotton Mar 15, 2022
a-chancey pushed a commit that referenced this pull request Nov 29, 2023
* Prevents game occasionally seemingly hanging when moving to new submaps

The reason for the previous problem was an infinite loop caused by:
1. `map::spawn_monsters_submap` for-loops the list of `current_submap->spawns`
2. for every spawned monster, it calls `monster::on_load`
3. `monster::on_load` calls `monster::try_reproduce`, which in turn calls
   `map::add_spawn`
4. So a new spawn is added, thus invalidating the iterator used in step 1
5. Undefined behavior caused by using invaliated iterators.

On my compiler (gcc 13.2.0), the above problem had the following effect:
* The reference `spawn_point &i` pointed to something totally different, so
  that in particular, `i.count` had garbage values
* Instead of `i.count` being reasonable values such as `3` or `1`, the above
  undefined behavior made it have values such as `925969776` or `-632214304`
* `i.count` is the upper bound for the inner for-loop in
  `map::spawn_monsters_submap`, so depending on the garbage value, it might
  seem like an infinite loop.

Stacktrace of app when frozen and problem happened:
```
 #0  0x000055a1eaf36dcb in creature_tracker::find(coords::coord_point<tripoint, (coords::origin)1, (coords::scale)0> const&) const ()
 #1  0x000055a1eaf39253 in Creature* creature_tracker::creature_at<Creature>(coords::coord_point<tripoint, (coords::origin)1, (coords::scale)0> const&, bool) ()
 #2  0x000055a1eaf393b5 in Creature* creature_tracker::creature_at<Creature>(tripoint const&, bool) ()
 #3  0x000055a1eb357a53 in map::spawn_monsters_submap(tripoint const&, bool, bool)::{lambda(tripoint const&)#1}::operator()(tripoint const&) const ()
 #4  0x000055a1eb3a976e in random_point(tripoint_range<tripoint> const&, std::function<bool (tripoint const&)> const&) ()
 #5  0x000055a1eb37dd2d in map::spawn_monsters_submap(tripoint const&, bool, bool) ()
 #6  0x000055a1eb37de77 in map::spawn_monsters(bool, bool) ()
 #7  0x000055a1eb093981 in game::update_map(int&, int&, bool) ()
 #8  0x000055a1eb094451 in game::update_map(Character&, bool) ()
 #9  0x000055a1eb09530f in game::place_player(tripoint const&, bool) ()
 #10 0x000055a1eb0b3a0e in game::walk_move(tripoint const&, bool, bool) ()
 #11 0x000055a1ead27490 in avatar_action::move(avatar&, map&, tripoint const&) ()
 #12 0x000055a1eb0f338c in game::do_regular_action(action_id&, avatar&, std::optional<tripoint> const&) ()
 #13 0x000055a1eb0f6e63 in game::handle_action() ()
 CleverRaven#14 0x000055a1eafbd9ea in do_turn() ()
 CleverRaven#15 0x000055a1eaa5ec13 in main ()
```

This commit instead changes the loop in step 1 above so that it explicitly
*not* uses iterators, but instead old-fashioned indexed loop. The intention
with the change is to allow other parts of the code to add items to the vector
`current_submap->spawns` while we are iterating it here. If new items are
added, they will be handled in later steps of the loop.
a-chancey pushed a commit that referenced this pull request Aug 6, 2024
Prevents segfault when performing `firstaid_activity_actor` but the
bandage tool disappeared. Backtrace of fixed segfault:
```
Thread 1 "cataclysm-tiles" received signal SIGSEGV, Segmentation fault.
(gdb) bt
 #0  0x0000555555ece5a4 in item::get_usable_item_helper<item> (use_name="heal", self=...) at src/item.cpp:11584
 #1  item::get_usable_item (this=0x0, use_name="heal") at src/item.cpp:11606
 #2  0x000055555599c6bf in firstaid_activity_actor::finish (this=0x55559b583f20, act=..., who=...) at src/activity_actor.cpp:6651
 #3  0x00005555564d8c6b in player_activity::do_turn (this=0x555558108218, you=...) at src/player_activity.cpp:391
 #4  0x0000555555ce3fa6 in do_turn () at src/do_turn.cpp:532
 #5  0x000055555577511a in main (argc=<optimized out>, argv=<optimized out>) at src/main.cpp:873
```

An example where this happened was when the bandage was inside a
spillable container (clay canning pot), that spilled its contents when
starting the activity. Spiling the clay canning pot invalidates the
`item_location`. Backtrace of when the clay canning pot was spilled:
```
 #0  item_pocket::get_name (this=0x555557fa7540) at src/item_pocket.cpp:2117
 #1  item_pocket::handle_liquid_or_spill (this=this@entry=0x555557fa7540, guy=..., avoid=0x555557fa8060) at src/item_pocket.cpp:806
 #2  0x0000555555a6aa60 in avatar_action::use_item (you=..., loc=..., method="heal") at src/avatar_action.cpp:1212
 #3  0x0000555555a6dda7 in avatar_action::eat_or_use (you=..., loc=...) at src/avatar_action.cpp:988
 #4  0x0000555555e3e1c5 in game::do_regular_action (this=this@entry=0x555557f94a60, act=@0x7fffffffd1b0: ACTION_EAT, player_character=..., mouse_target=std::optional [no contained value]) at src/handle_action.cpp:2479
 #5  0x0000555555e41260 in game::handle_action (this=0x555557f94a60) at src/handle_action.cpp:3176
 #6  0x0000555555ce422f in do_turn () at /usr/include/c++/13/bits/unique_ptr.h:199
 #7  0x000055555577511a in main (argc=<optimized out>, argv=<optimized out>) at src/main.cpp:873
```
a-chancey pushed a commit that referenced this pull request Aug 6, 2024
Prevents segfault that could previously occur if the item being repaired
was invalidated. The target item being repaired could get invalidated
for various reasons, such as a follower moving it via zone sorting, the
item could burn up in a fire, etc.

Previous segfault that this commit attempts to prevent:
```
 #0  0x0000555555ef9057 in item::is_null (this=this@entry=0x0) at src/item.cpp:943
 #1  0x000055555602322c in repair_item_actor::can_repair_target (this=this@entry=0x555560003e80, pl=..., fix=..., print_msg=print_msg@entry=true, check_consumed_available=check_consumed_available@entry=true) at src/iuse_actor.cpp:2920
 #2  0x00005555560243c2 in repair_item_actor::repair (this=this@entry=0x555560003e80, pl=..., tool=..., fix=..., refit_only=refit_only@entry=false) at src/iuse_actor.cpp:3106
 #3  0x00005555559d5b55 in repair_item_finish (act=0x5555580cdf58, you=0x5555580cd890, no_menu=false) at src/activity_handlers.cpp:2477
 #4  0x0000555555a00f52 in std::function<void (player_activity*, Character*)>::operator()(player_activity*, Character*) const (this=<optimized out>, __args#0=<optimized out>, __args#0@entry=0x5555580cdf58, __args#1=<optimized out>, __args#1@entry=0x5555580cd890) at /usr/include/c++/13/bits/std_function.h:591
 #5  0x00005555559ff229 in activity_type::call_finish (this=<optimized out>, act=act@entry=0x5555580cdf58, you=you@entry=0x5555580cd890) at src/activity_type.cpp:168
 #6  0x00005555564e368b in player_activity::do_turn (this=0x5555580cdf58, you=...) at src/player_activity.cpp:393
 #7  0x0000555555cec856 in do_turn () at src/do_turn.cpp:532
 #8  0x0000555555776e74 in main (argc=<optimized out>, argv=<optimized out>) at src/main.cpp:873
```

Instead, this commit adds a message shown to the player if the target
item is no longer valid for whatever reason.
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