IRC logs of Libera.Chat #BZFlag for Saturday, 2025-10-25

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tuponeblast007: I can revert that. It is strange that this create a problem, but plugins could bypass FlagType20:18
tuponeor you fixed already ?20:23
blast007I was gonna check on it a bit further to see if there are any other side effects or if it was jsut plugins21:04
blast007just*21:04
blast007without the fix, I do get two memory leaks reported by LeakSanitizer (one 40 bytes direct and one 8 bytes indirect)21:13
blast007hmm.. maybe that's not right...  now I'm seeing it with that commit in place...21:16
blast007I guess the leak I'm seeing is somehow released to what my test plugin is doing.  It just happened that when I just ran an unmodified bzfs with that plugin it didn't, and then when I turned right around and removed that line from the FlagType destructor and ran bzfs with that plugin again it DID generate that memory leak.21:23
blast007(but then I put the line back and ran the original way again, and did get the leak)21:24
tuponeto me it seems natural to clean the flagAbbv as it should be created by the constructor, unless that flagAbbrev was already in place and then flagtype override it :/21:25
blast007ah, running it through gdb seems to either prevent or mask the leak, or disable the LeakSanitizer21:26
blast007I just have only run it through gdb the first time21:26
blast007yeah, the problem is that we make a const copy of a FlagType in at least one spot, so that ends up calling the destructor prior to the server shutting down21:27
blast007we do it in at least WorldWeapons::fire()21:28
blast007oh sorry, we make a non-const copy21:28
tuponegetFlagMap()[flagAbbv] = this; << could be that we did more then once ?21:32
blast007no, it's just that we're making a copy of a FlagType object in a function we call, and when it leaves the scope it calls the destructor, removing the flag type from the flag map on a running server21:34
tuponeahh, that explain it21:34
blast007I think I fixed it by using a const_cast in WorldWeapons::fire()21:35
blast007I'll do some more testing21:35
blast007right now, instead of "FlagType type = *(w->type);" I'm doing "FlagType *type = const_cast<FlagType *>(w->type);", and then I remove the & from type on the call to fireShot21:36
tuponefor the high frame problem I have not coded anything but I think the solution for the remote player is to save the last time we receive the remote msg , and the last cinematic we rx. and use dead reckon (always from the same pos/speed) until we get a new msg21:38
tuponeFor the local is a bit more problematic. I have not yet in mind the solution. Need to integrate the movement maybe :/21:39
blast007are you referring to issue #327 ?21:49

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