CVS problems
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Re: Compilation problem
That was wesnoth_editor failing (you can catch that from -o wesnoth_editor): map_label.[ch]pp were missing from Editor section in src/Automake.am. Fix has been committed to CVS. You were using --enable-editor with configure, right?Loriel wrote:Based on CVS of approximately an hour ago :
Looks like a Makefile problem, failing to link map_label.o:and a string of similar error messagesg++ -I/usr/local/include/SDL -D_REENTRANT -DWESNOTH_PATH="/usr/local/share/wesnoth" -g -O2 -L/usr/local/lib -Wl,-rpath,/usr/local/lib -lSDL -lpthread -lm -ldl -lasound -L/usr/X11R6/lib -lX11 -lXext -lSDL_image -lSDL_mixer -lSDL_net -lSDL_ttf -o wesnoth_editor editor.o actions.o ai.o ai_attack.o ai_move.o cavegen.o config.o cursor.o dialogs.o display.o events.o filesystem.o font.o game_config.o game_events.o gamestatus.o hotkeys.o image.o intro.o key.o language.o log.o map.o mapgen.o mapgen_dialog.o mouse.o network.o pathfind.o playlevel.o playturn.o preferences.o race.o replay.o reports.o sdl_utils.o show_dialog.o sound.o statistics.o team.o terrain.o theme.o tooltips.o unit.o unit_types.o video.o button.o menu.o textbox.o scrollbar.o slider.o widget.o
display.o(.text+0x378): In function `display::display[not-in-charge](std::map<gamemap::location, unit, std::less<gamemap::location>, std::allocator<std::pair<gamemap::location const, unit> > >&, CVideo&, gamemap const&, gamestatus const&, std::vector<team, std::allocator<team> > const&, config const&)':
/usr/include/g++/bits/stl_tree.h:296: undefined reference to `map_labels::map_labels[in-charge](display const&)'
- Miyo
Correct. I realised after my previous post that I could effectively ignore this error.Miyo: That was wesnoth_editor failing (you can catch that from -o wesnoth_editor): map_label.[ch]pp were missing from Editor section in src/Automake.am. Fix has been committed to CVS. You were using --enable-editor with configure, right?
I rebuilt Wesnoth again, using the CVS of about an hour ago,
Compilation failed again at the same point.
I therefore copied the wesnoth executable by hand, and it still gives the same errors.
It hangs after the console messages :
BEGIN: doing ai move
combat...
BEGIN: analyzing targets...
END: analyzing targets... (took 78ms)
took 91 ticks for 5 positions. Analyzing...
simulations: 40
attack option rated at 0.431393 (0.5)
attack option rated at 0.311377 (0.5)
attack option rated at 0.325801 (0.5)
attack option rated at 0.49129 (0.5)
attack option rated at 0.304474 (0.5)
analysis took 194 ticks
BEGIN: move_unit
regetting minimap
generating minimap
creating minimap 192,328
created minimap: 140508448,143737840
scaling minimap...140508448.143737840
done generating minimap
done regetting minimap
END: move_unit (took 4019ms)
BEGIN: unit_attack
END: unit_attack (took 331ms)
If you used 1 hour old CVS it did not contain the fix (to editor not compiling)... after fix had been committed I "immidiately" replied to your msg.Loriel wrote:I rebuilt Wesnoth again, using the CVS of about an hour ago,
You can also skip that by not using --enable-editor with ./configure
- Miyo
Last edited by miyo on April 3rd, 2004, 12:50 am, edited 1 time in total.
Dave,
would any of following provide any useful information? (prerequisite is to compile with --enable-debug)
* run wesnoth under strace?
* run wesnoth under gdb?
* run wesnoth under valgrind?
I think you know the best which of those might provide useful information.
- Miyo
would any of following provide any useful information? (prerequisite is to compile with --enable-debug)
* run wesnoth under strace?
* run wesnoth under gdb?
* run wesnoth under valgrind?
I think you know the best which of those might provide useful information.
Just an idea: should/could we add extra debug information for sounds/music?loriel wrote:Only other possible clues I can give you are that I rebuilt SD_Mixer to support ogg before compiling the CVS version, and that sound (both music and sound effects) is often missing from wesnoth, but I suspect these are red herrings.
- Miyo
I compile on Debian GNU/Linux (Sid) on intel, gcc 3.3.3 (Debian 20040401),loriel wrote:SuSE linux 9.0 on intel, gcc 3.3.1-29.
libsdl-mixer1.2 1.2.5-5
libsdl-image1.2 1.2.3-2
libsdl1.2 1.2.7-4.1
libsdl-net1.2 1.2.5-3
libsdl-ttf2.0-0 2.0.6-5
libsdl-sound1.2 1.0.1-3
and corresponding dev packages. I have it running just nice, no hanging.
- Miyo
My versions appear to be similar, except for SDL_sound which appears to be 0.1.5-521Miyo: I compile on Debian GNU/Linux (Sid) on intel, gcc 3.3.3 (Debian 20040401),
libsdl-mixer1.2 1.2.5-5
libsdl-image1.2 1.2.3-2
libsdl1.2 1.2.7-4.1
libsdl-net1.2 1.2.5-3
libsdl-ttf2.0-0 2.0.6-5
libsdl-sound1.2 1.0.1-3
and corresponding dev packages. I have it running just nice, no hanging.
The problem continues - ie "hanging" after first attack round - the only change being that the "hanging" on starting a new campaign has now disappeared.
I have therefore reverted to the normal download (version 0.7), which runs with no problems.
Your gcc is different version. http://gcc.gnu.org: "Current release series: GCC 3.3.3 (released 2004-02-14)"
Maybe you could try updating your gcc and then trying if compiled product behaves any different?
- Miyo
Maybe you could try updating your gcc and then trying if compiled product behaves any different?
- Miyo
Loriel,
A couple of questions,
- does the game still crash if you use a ranged attack rather than a melee attack?
- does the game still crash if you attack a unit that has no counter-attack (e.g. a dark adept).
You shouldn't need to recompile CVS to answer these questions as there have been no changs.
Thanks for your patience,
David
A couple of questions,
- does the game still crash if you use a ranged attack rather than a melee attack?
- does the game still crash if you attack a unit that has no counter-attack (e.g. a dark adept).
You shouldn't need to recompile CVS to answer these questions as there have been no changs.
Thanks for your patience,
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Thanks for the efforts to solve the problem, but I do not wish to spend any more time on it. If nobody else can reproduce the problem, let's just write it off as an unfortunate experience for me, and I'll continue to use the 0.7 release.
The problem arises with both ranged and non-ranged attacks. I've not tried it against a unit that can't counter-attack.
And the game doesn't crash, it merely hangs. If it crashed, I could use gdb and provide you with better information on precisely where it occurs.
The problem arises with both ranged and non-ranged attacks. I've not tried it against a unit that can't counter-attack.
And the game doesn't crash, it merely hangs. If it crashed, I could use gdb and provide you with better information on precisely where it occurs.
Success (at last)
Problem appears to be fixed, by upgrading gcc to 3.3.3.
Also appears to avoid the intermittent sound problems, though proving that an intermittent problem is fixed is more difficult.
I also upgraded to more recent version of SDL_sound, but that seemed to have no effect.
Thanks for the help and advice.
Also appears to avoid the intermittent sound problems, though proving that an intermittent problem is fixed is more difficult.
I also upgraded to more recent version of SDL_sound, but that seemed to have no effect.
Thanks for the help and advice.
I'm glad the problem is fixed for you, although I really hate issues like this where we never really know if it's a problem in Wesnoth or the compiler
Anyhow, thanks for reporting the problem, and trying different solutions; we appreciate it.
David
Anyhow, thanks for reporting the problem, and trying different solutions; we appreciate it.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming