Bugs in 4.2.0
				
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 Tasty Coins!
 
 I used Vampire Strike on creeping adamantite coins. Yummy!
 
 I also was surprised that it was resistant to acid. Seems like the ideal weapon to use against metal.Last edited by DavidMedley; November 8, 2019, 23:57.Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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 witch/blackguard/slice of meat with original tiles
 
 With 4.2.0 using the original tiles on Mac OS X, witches and blackguards are rendered as 'p's and slices of meat are rendered as ','s.Comment
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 memory leak selling item with brand, curse, or slay
 
 Running 4.2.0 on a Mac and collecting a report of memory leaks from it with the Leaks instrument in XCode reported leaks of 32 or 240 bytes where the memory was allocated from this partial call stack (I've omitted the functions before process_command()):
 
 There was also a leak of 32 bytes where the memory was allocated from this partial call stack:Code:mem_zalloc() object_copy() object_copy_amt() store_sell() store_menu_handle() menu_select() use_store() event_signal() move_player() do_cmd_walk() process_command() 
 
 From the code, space may be allocated for slays/brands/curses in the temporary object used in either store_sell() or do_cmd_stash() but that space is not released before the temporary object falls out of scope. The attached file is a patch from git format-patch for store.c and ui-store.c to plug the leak.Code:mem_zalloc() object_copy() object_copy_amt() do_cmd_stash() process_command() 
 
 object_info_ego() in obj-info.c and wiz_reroll_item() in wiz-debug.c also look like they could leak the memory for slays/brands/curses, but I didn't exercise those functions when profiling Angband with the Leaks instrument.Attached FilesComment
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 OK, fixed savefile attached. The saved town was the problem, so when you go back there you will find the layout different; the shop and your home should be unaffected. Let me know if you have any further problems.Attached FilesOne for the Dark Lord on his dark throne
 In the Land of Mordor where the Shadows lie.Comment
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 Are You Stoned?
 
 When I'm hallucinating, if I do things like hit space, escape, browse a book, etc., no time passes but my hallucinations flicker. Shouldn't they only change when time passes? Pretty easy to determine whether something is actually there or not this way.Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGamesComment
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 No luck on my end unfortunately, I still get the chunk_copy() level bounds failed error message.Comment
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 Sorry, I attached the wrong one 
 
 This one should be OK - I recalled back to town from your save.Attached FilesOne for the Dark Lord on his dark throne
 In the Land of Mordor where the Shadows lie.Comment
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 Other memory leaks
 
 Other memory leaks reported by XCode's Leaks instrument for Angband 4.2.0:
 
 1) Some "known" versions of objects allocated from the following partial call stacks below (omitting the calls before process_command()) were leaked.
 
 mem_alloc()
 mem_zalloc()
 object_new()
 object_split()
 gear_object_for_use()
 ranged_helper()
 do_cmd_fire()
 process_cmd()
 
 mem_alloc()
 mem_zalloc()
 object_new()
 object_see()
 square_know_pile()
 square_note_spot()
 update_one()
 update_view()
 move_player()
 do_cmd_walk()
 process_command()
 
 mem_alloc()
 mem_zalloc()
 object_new()
 object_sense()
 square_sense_pile()
 effect_handler_SENSE_OBJECTS()
 effect_do()
 use_aux()
 do_cmd_read_scroll()
 process_command()
 
 The attached file, object-absorb-known-object-leak-patch.txt, patches object_absorb(), but that doesn't eliminate all of those leaks.
 
 2) An object allocated from this partial call stack,
 
 mem_alloc()
 mem_zalloc()
 object_new()
 make_object()
 place_object()
 alloc_object()
 alloc_objects()
 classic_gen()
 cave_generate()
 prepare_next_level()
 
 , was leaked.
 
 3) The string allocated from this partial call stack,
 
 mem_alloc()
 string_make()
 cmd_set_arg_string()
 cmd_get_string()
 do_cmd_inscribe()
 process_command()
 
 was leaked when inscribing an object.
 
 4) During character creation, there's a leak if the player edits the character background information. The partial call stack for where the allocations occur is
 
 mem_realloc()
 textblock_calculate_lines()
 edit_text()
 textui_do_birth()
 play_game()
 
 5) During character creation, the background or quest information can be leaked, especially if the player backtracks to select a different combination of race and class. The partial call stacks for where the allocations occurred were:
 
 string_append()
 player_generate()
 do_cmd_choose_race()
 process_command()
 
 string_append()
 player_generate()
 do_cmd_choose_class()
 process_command()
 
 string_append()
 player_generate()
 do_cmd_birth_reset()
 process_command()
 
 string_append()
 do_cmd_roll_stats()
 process_command()
 
 string_make()
 do_cmd_choose_history()
 process_command()
 
 string_append()
 player_generate()
 do_cmd_birth_init()
 process_command()
 
 mem_zalloc()
 player_quests_reset()
 player_init()
 do_cmd_birth_reset()
 process_command()
 
 string_make()
 player_quests_reset()
 player_init()
 do_cmd_birth_reset()
 process_command()
 
 The attached file, player-birth-memory-leaks-patch.txt, has patches to plug those leaks and the leak in (4).Comment
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 File not closed in remove_old_dump() if error
 
 In ui-prefs.c's remove_old_dump(), if there is an error opening the new file, the current file won't be closed. The attached patch fixes that.Comment
 
	
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