Sorry for the ugliness and length of this email. I'm having a problem that I don't understand. I have Davions channel installed into the mud and it's been working fine for weeks. Me and davion made some changes today, dealing with completely different things. However once we did a copyover, any of the channels that use his channel function began to crash the mud. I can gdb and this is what I found. I took a look at the code for myself but I don't see the problem. And I don't understand why if it was working before and nothing was changed it quit working now. If you have any ideas, or can point me in the right direction i would appreciate it. Thanks.

(gdb) bt
#0  do_newchan (ch=0x40557d68, argument=0x4054ae5f "", channel=7)
   at act_comm.c:2393
#1  0x08053fa7 in do_immtalk (ch=0x40557d68,
argument=0x4054ae49 "hehehehe", 'h' <repeats 14 times>) at act_comm.c:2946
#2  0x08096520 in interpret (ch=0x40557d68,
   argument=0x4054ae49 "hehehehe", 'h' <repeats 14 times>) at interp.c:668
#3  0x08076c94 in substitute_alias (d=0x40546008,
argument=0x4054ae45 "imm hehehehe", 'h' <repeats 14 times>) at alias.c:64
#4  0x080787cb in game_loop_unix (control=6) at comm.c:811
#5  0x080782fa in main (argc=2, argv=0xbfffe1d4) at comm.c:439
#6  0x40069316 in __libc_start_main (main=0x8078170 <main>, argc=2,
   ubp_av=0xbfffe1d4, init=0x8048da4 <_init>, fini=0x80e1500 <_fini>,
   rtld_fini=0x4000d2fc <_dl_fini>, stack_end=0xbfffe1cc)
   at ../sysdeps/generic/libc-start.c:129

 for ( d = descriptor_list; d != NULL; d = d->next )
               {
                       CHAR_DATA *vch;
                       vch = d->character;

                       if ( vch->desc->connected == CON_PLAYING &&
                                vch != ch &&
!IS_SET(vch->comm,chan_table [channel].bit) &&
                                !IS_SET(vch->comm,COMM_QUIET) )
                                {
                                       if(can_be_sent(ch,vch,channel) )
                           act_new(buf,ch,argument,vch,TO_VICT,POS_DEAD);
                                       else
                                            continue;
                               }
                       }
                return;
   }

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