I haven't looked into it, but it looks exactly like the bug I just
fixed, indicating this is another serious bug. Who know what memory is
getting scribbled over this time. I'll try to look at it tomorrow.

On 5 December 2013 07:14, James Paige <[email protected]> wrote:
> Ah, cool. That is interesting, and I think I mostly understand :)
>
> I have noticed since the fix that a warning now pops up a lot when loading a
> game in custom
>
> loading.rbas:1603, in loadherodata: unexpected node heroes:/hero
> loading.rbas:1603, in loadherodata: unexpected node heroes:/hero
> loading.rbas:1603, in loadherodata: unexpected node heroes:/hero
> loading.rbas:1603, in loadherodata: unexpected node heroes:/hero
> loading.rbas:1603, in loadherodata: unexpected node heroes:/hero
> loading.rbas:1603, in loadherodata: unexpected node heroes:/hero
>
> No actually problems seem to be occuring. I have poked around in the hero
> editor and as far as I can tell, everything is find.
>
> I am guessing this might just be a harmless spurious warning that didn't get
> noticed before because it was masked by the bug you fixed.
>
> ---
> James
>
>
>
> On Wed, Dec 4, 2013 at 5:36 AM, Ralph Versteegen <[email protected]> wrote:
>>
>> In order to avoid creating strings and doing lots of string
>> comparisons, readnode uses a variable length id-to-id mapping table
>> that allows it to just compare the internal ids that RELOAD Nodes
>> have. But that table (or rather the relevant entries in it) needs to
>> be created the first time it's used. Each function has a different set
>> of node names it uses in a readnode and thus asks to have inserted in
>> the table. The bug was that memory allocation was only done the first
>> time any function containing a readnode needed the table, rather than
>> any time entries need to be updated.
>>
>> Most uses of READNODE probably aren't so performance critical that
>> this approach helps. But I guess the real premature optimisation was
>> only updating the entries in the table needed for the *current*
>> function rather than just building a table that can be used from any
>> function. At some point I want to rewrite this system and simplify.
>>
>> On 4 December 2013 15:10, James Paige <[email protected]> wrote:
>> > Yay! Thanks for the fix.
>> >
>> > I read over the changes, but it went a bit over my head. But I am very
>> > glad
>> > it is fixed.
>> >
>> > Working with reload is getting pretty pleasant. I am getting more
>> > comfortable with using it.
>> >
>> > ---
>> > James
>> >
>> >
>> >
>> > On Tue, Dec 3, 2013 at 5:42 PM, Ralph Versteegen <[email protected]>
>> > wrote:
>> >>
>> >> Whoops, that was a pretty serious bug. Took me a while to understand.
>> >>
>> >> On 4 December 2013 06:40, James Paige <[email protected]> wrote:
>> >> > tmc, I have a puzzling READNODE error that I don't understand.
>> >> >
>> >> > If you open an rpg file that does not yet have any purchase
>> >> > information,
>> >> > and
>> >> > try to add a new product, the product node will be added to the
>> >> > general.reld
>> >> > reload document, but the purchase menu will not refresh properly.
>> >> > This
>> >> > debug
>> >> > warning appears in c_debug.txt
>> >> >
>> >> > customsubs.rbas:5420, in edit_purchase_options_rebuild_menu:
>> >> > unexpected
>> >> > node
>> >> > products:/prod
>> >> >
>> >> > If you try several times to add new products, the nodes will be
>> >> > added,
>> >> > but
>> >> > the above warning will repeat.
>> >> >
>> >> > If you exit saving changes and re-open the rpg file, the product
>> >> > nodes
>> >> > will
>> >> > now appear in the purchase menu, and the "Add new product" button
>> >> > will
>> >> > now
>> >> > work normally with no problems.
>> >> >
>> >> > ---
>> >> > James
>> >> >
>> >> >
>> >> > _______________________________________________
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