>ok, here's the problem i'm having... >after i added DG events, and DG regen, after someone reconnects(or >sometimes just connects) it will try to access a structure with a bunch of >out of bound variables. >Has anybody else had this problem before ? >Any help would be appreciated. Oh yes, this is one bug that I found too. Eric got a fix out to me, but there was never an update to the official release. Here is what you do: in regen.c, in all the alter_stat functions, right after a line that should look like this: GET_MOVE(ch) = MIN(GET_MOVE(ch) - amount, GET_MAX_MOVE(ch)); (it'll be different for every function) add these lines: if (ch->in_room == NOWHERE) return; Also, add them to the very beginning of check_regen_rates. This happened to me a lot when people logged off. The problem was, check_regen_rates is called in affect_total, which is called AFTER the player has left the game. With this, it creates an event, after the old ones are freed, and then the character is gone, leaving a pointer to freed memory. It's a real pain in da butt. --- "One hundred years from now, none of this will matter because you and I will be dead -- unless the Grim Reaper has switched his record-keeping to a Windows 95-based system, in which case we all might live forever. " -- Associated Press +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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