Melee crash workaround (no real fix).
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@140 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -8,18 +8,6 @@ with no gameplay-altering features added.
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Serious bugs (crash the game, high priority):
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Serious bugs (crash the game, high priority):
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- The game crashes when there's no sound driver available
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- The game crashes when there's no sound driver available
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- In melee, after battle, the game crashes.
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The ship icon is used when already freed. This happens because the old
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3DO code used to save the entire selection window as one image, while
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Chris' new code redraws after each round.
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Possible solutions:
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- revert to the old behaviour
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- delay the free until the memory is really no longer needed.
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Make sure that the memory is always freed, so no memory leak is
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introduced.
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- reload the icon when needed
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It looks like the same bug is present for the full game, though it isn't
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fatal there (the memory is freed but not yet overwritten).
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- loading an old game crashes the game (at least on Linux).
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- loading an old game crashes the game (at least on Linux).
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- Communication screens nonrepeatably but inevitably hang the system. This
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- Communication screens nonrepeatably but inevitably hang the system. This
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is probably a deadlock issue.
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is probably a deadlock issue.
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@@ -61,6 +49,24 @@ Glitches (don't crash the game, medium priority):
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landing position (and so 'flashes' when crossfade ends)
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landing position (and so 'flashes' when crossfade ends)
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- Flashing rects aren't perhaps always exactly the size of actual 3do version,
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- Flashing rects aren't perhaps always exactly the size of actual 3do version,
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it should be checked (for example when selecting ship in fullgame battle)
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it should be checked (for example when selecting ship in fullgame battle)
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- Melnorme graphics are corrupt.
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- Shofixti doesn't work in melee.
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- In melee, after battle, the game crashes.
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The ship icon is used when already freed. This happens because the old
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3DO code used to save the entire selection window as one image, while
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Chris' new code redraws after each round.
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Possible solutions:
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- revert to the old behaviour
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- delay the free until the memory is really no longer needed.
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Make sure that the memory is always freed, so no memory leak is
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introduced.
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- reload the icon when needed
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It looks like the same bug is present for the full game, though it isn't
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fatal there (the memory is freed but not yet overwritten).
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Addition 2002-10-23: I commented out the free, so that the game wouldn't
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crash anymore. This means the memory will not be freed until after the
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complete battle (not just one fight). There's no permanent memory leak
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though.
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Implementation bugs (low priority):
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Implementation bugs (low priority):
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- The main thread is still created by a direct all to the SDL function,
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- The main thread is still created by a direct all to the SDL function,
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@@ -140,7 +140,7 @@ new_ship (PELEMENT DeadShipPtr)
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SetElementStarShip (DeadShipPtr, 0);
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SetElementStarShip (DeadShipPtr, 0);
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RestartMusic = OpponentAlive (DeadStarShipPtr);
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RestartMusic = OpponentAlive (DeadStarShipPtr);
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free_ship (DeadStarShipPtr, TRUE);
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// free_ship (DeadStarShipPtr, TRUE);
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UnbatchGraphics ();
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UnbatchGraphics ();
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if (GetNextStarShip (DeadStarShipPtr,
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if (GetNextStarShip (DeadStarShipPtr,
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WHICH_SIDE (DeadShipPtr->turn_wait)) && RestartMusic)
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WHICH_SIDE (DeadShipPtr->turn_wait)) && RestartMusic)
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