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tupone | Agatha: the div by 0 is inside my glm::project, and I found the cause. I still don't know if it is in the 2.4. | 07:19 |
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tupone | It is happening when I release my team flag. It does not know where to put the marker. | 07:20 |
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tupone | I think is also inside gluProject, but I cannot catch it | 11:21 |
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tupone | This is wrong -> FlagInfo &fInfo = *FlagInfo::get(shooter.getFlag()); in bzfs.cxx. A reference should address a real variable. shooter.getFlag can return a nullptr. Do you want I fix or you don't care ? | 19:37 |
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blast007 | getFlag returns an int | 21:34 |
tupone | then maybe FlagInfo::get return a pointer | 21:37 |
tupone | And it is null when tank has no flag | 21:37 |
tupone | my fix would be to treat fInfo as a pointer not a reference | 21:38 |
blast007 | yes, FlagInfo::get can return a null | 21:38 |
tupone | I think we should do a playing session on a bzfs with sanitize option and raise all the problems. I did on a default world | 21:40 |
blast007 | does this cause an issue in practice? | 21:42 |
tupone | on the client I found a leak of serverLink. I think that adding if (serverLink) delete serverLink; when creating a new connection | 21:42 |
tupone | I don't know. Maybe not | 21:43 |
blast007 | seems like FlagInfo::get would return a null if the player doesn't have a flag, so I'd think it would happen a lot | 21:43 |
tupone | sanitize abort | 21:43 |
tupone | I started this analysis because of lagging server that produce lagging client. I think the zero speed shots was one of the problem, but I may be wrong | 21:47 |
blast007 | tupone: looks like fInfo shouldn't get used if the player doesn't have a flag | 22:03 |
blast007 | unless there's some way for the flag ID to be set to an invalid value on the server | 22:04 |
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