View topic - KAIK 0.13 Unofficial (Spring 0.80.5*)



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PostPosted: 29 Jul 2009, 18:14 

Joined: 13 Jun 2005, 15:37
Kloot wrote:
You'll encounter quite a few more WTFs while porting it. ;) Some are more deeply rooted than others though, and I haven't yet had the motivation to fix them all. Also, I usually work on KAIK in batches, so if things seem dead you've just caught me during a dry spell, like now (ie. periods where I do only as-needed maintenance updates in the absence of any major bugs). But any issues you find I'm always happy to hear about, even if I won't deal with them for weeks.

Okydo, I'll keep this in mind :) My main concern was porting code of which there already was a heavily bugfixed version :D
Mind, it's a fun and games project, with no saying how it'll end up, don't take it too serious ;) (I'm sure you dont XD).
Sofar I've only got BuildUp and UnitHandler and the dgun thing done, and I'm seeing like 10% cpu against 0.something for kaik in c++ :)
I'm really fearing the pathfinder ;)

Kloot wrote:
(Proper) naval support would take a rather large refactor, so I'm reserving that for my own AI project. ;)

I've seen the code up (too) close now, so yeah, I realize this XD



Some questions if you don't mind :)
- The economy tracker, am I right that it doesn't actually do anything? It seems to track stuff, but I don't see it triggering any actions or so :) (What is it for? :D )
- Defenses seem to have been in there, but are now commented out, is there any specific reason for this? (refactoring, it broke, it never worked well, you didn't like it.. :) )
- I haven't been able to work out the builderTracker.idleStartFrame yet, it seems it's only set to -1 and -2, what does it mean? :)


Things I think may be issues:
- The upgrade task uses buildClosestSite, I've seen mexes been misplaced by a lot because of this :) (normal building sticks mexes on exactly the metal spot). Ofcourse just building it on the old mex spot may give issues when the terrain only allows for a small mex, which I've seen in some maps, so this isn't trivial :)
- bool CUNIT::Reclaim(int target) doesn't call ai->uh->BuilderReclaimOrder(...); like it's brethern CUNIT::Reclaim(float3 pos, float radius) which does, this results in error messages about idle units having reclaim orders or so after starting a upgrade (= reclaim >> build) order.
- IdleUnitUpdate in UnitHandler should check isBeingBuilt(), so that it doesn't call verifyorders on units that are still in progress of being built, I think this causes some error messages too :)

Cheers! :)


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PostPosted: 29 Jul 2009, 23:55 

Joined: 13 Jun 2005, 15:37
Found something else, I think :)

In UnitTable:
Code:
   case CAT_MMAKER: {
         // benefit = ((udef->metalMake - udef->metalUpkeep) / udef->energyUpkeep) + 0.01f;
         benefit = (udef->metalMake - udef->metalUpkeep) / (udef->energyUpkeep + 0.01f);
      } break;


I think metalMake (always produces) should be makesMetal (produces when energy available) :)

Please double check, I'm not 100% sure, but I think it makes more sense :)


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PostPosted: 31 Jul 2009, 00:54 
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Joined: 08 Oct 2006, 15:58
Indeed that is a good catch, metal makers should be evaluated based on the conditional makesMetal (especially since metalMake and metalUpkeep will just be zero for most CAT_MMAKER units).

cranphin wrote:
The economy tracker, am I right that it doesn't actually do anything? It seems to track stuff, but I don't see it triggering any actions or so :) (What is it for? :D )


Nostalgia, it's mostly very old (dead) code that has no real purpose anymore. ;)

cranphin wrote:
Defenses seem to have been in there, but are now commented out, is there any specific reason for this?


I accidentally left them disabled during a refactor, but didn't really mind when I found out since their placement was never optimal anyway (so they didn't help against rushes, were hindering expansion, etc).

cranphin wrote:
I haven't been able to work out the builderTracker.idleStartFrame yet, it seems it's only set to -1 and -2, what does it mean?


Newly created (but not yet finished) builders are set to -2 so they aren't updated during IdleUnitUpdate(), as are fnished builders without orders. It's rather silly and redundant though, like you point out with your isBeingBuilt suggestion there are many better ways to achieve that. Again ancient bitrotting code.

cranphin wrote:
The upgrade task uses buildClosestSite, I've seen mexes been misplaced by a lot because of this


The issue is that the replacement build order is sometimes given before the engine has properly cleaned up the old structure; a new building should otherwise be placed at exactly the same position as its predecessor (in theory anyway) even with the use of Build_ClosestSite.

cranphin wrote:
bool CUNIT::Reclaim(int target) doesn't call ai->uh->BuilderReclaimOrder(...); like it's brethern CUNIT::Reclaim(float3 pos, float radius) which does


Thanks, that one I actually had fixed locally. ;)

cranphin wrote:
Mind, it's a fun and games project, with no saying how it'll end up, don't take it too serious ;)


Not a problem. All AI's should be fun and games projects, although porting rarely is ;)


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PostPosted: 09 Aug 2009, 14:49 
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Just made a test game with 6357a2a with BA and Comet Catcher Redux. KAIK just built two mexes and waited. After it was attacked a few minutes into the game, it continued to play. Weird enough, AAI did show nearly the same problem.


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PostPosted: 09 Aug 2009, 21:10 
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i can not reproduce this with Ba and the same map (i used the Skirmish AI test script).
It is not likely that i will ficx it, but.. i think Kloot would need more info to reproduce too. Could you probably post the script.txt yo uare using?


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PostPosted: 12 Aug 2009, 21:46 

Joined: 27 Jun 2009, 00:32
Location: Germany
Well it sounds similar to the starting phase idling I described and showcased here:
http://springrts.com/phpbb/viewtopic.php?f=16&t=19804

Although I just have this either after building a lab or after having built a lab and going for a new extractor after which there is the idling...

EDIT:
Btw - here the infolog:

Code:
[  24993] Spring 0.80+.0.0 (0.80.0-1-g65e8edb-cmake-mingw32) has crashed.
[  24993] Exception: Access violation (0xc0000005)
[  24993] Exception Address: 0x13e710b4
[  24993] DLL information:
[  24993] 0x00400000   spring
[  24993] 0x7c910000   ntdll
[  24993] 0x7c800000   kernel32
[  24993] 0x10000000   DevIL
[  24993] 0x77be0000   MSVCRT
[  24993] 0x01ba0000   ILU
[  24993] 0x77da0000   ADVAPI32
[  24993] 0x77e50000   RPCRT4
[  24993] 0x77fc0000   Secur32
[  24993] 0x68fc0000   GLU32
[  24993] 0x5f0d0000   OPENGL32
[  24993] 0x77ef0000   GDI32
[  24993] 0x7e360000   USER32
[  24993] 0x736d0000   DDRAW
[  24993] 0x73b30000   DCIMAN32
[  24993] 0x76c50000   IMAGEHLP
[  24993] 0x6fbc0000   mingwm10
[  24993] 0x7e670000   SHELL32
[  24993] 0x77f40000   SHLWAPI
[  24993] 0x71a10000   WS2_32
[  24993] 0x71a00000   WS2HELP
[  24993] 0x6e940000   libgcc_s_dw2-1
[  24993] 0x01bc0000   SDL
[  24993] 0x76af0000   WINMM
[  24993] 0x7c340000   MSVCR71
[  24993] 0x66fc0000   freetype6
[  24993] 0x61b80000   zlib1
[  24993] 0x6ed80000   glew32
[  24993] 0x6b180000   vorbisfile
[  24993] 0x63e00000   vorbis
[  24993] 0x01c10000   ogg
[  24993] 0x01c30000   OpenAL32
[  24993] 0x76330000   IMM32
[  24993] 0x773a0000   comctl32
[  24993] 0x5d450000   comctl32
[  24993] 0x746a0000   MSCTF
[  24993] 0x10d00000   GameHook
[  24993] 0x02a20000   lgscroll
[  24993] 0x78130000   MSVCR80
[  24993] 0x7c420000   MSVCP80
[  24993] 0x77660000   NTMARTA
[  24993] 0x774b0000   ole32
[  24993] 0x71b70000   SAMLIB
[  24993] 0x76f20000   WLDAP32
[  24993] 0x75250000   msctfime
[  24993] 0x69030000   atioglxx
[  24993] 0x77bd0000   VERSION
[  24993] 0x02db0000   atiadlxx
[  24993] 0x778f0000   SETUPAPI
[  24993] 0x76bf0000   WINTRUST
[  24993] 0x77a50000   CRYPT32
[  24993] 0x77af0000   MSASN1
[  24993] 0x72c90000   wdmaud
[  24993] 0x72c80000   msacm32
[  24993] 0x77bb0000   MSACM32
[  24993] 0x77ba0000   midimap
[  24993] 0x73e70000   dsound
[  24993] 0x76f90000   CLBCATQ
[  24993] 0x77010000   COMRes
[  24993] 0x770f0000   OLEAUT32
[  24993] 0x73e40000   KsUser
[  24993] 0x05960000   ct_oal
[  24993] 0x059a0000   CTDPROXY
[  24993] 0x719b0000   mswsock
[  24993] 0x66710000   hnetcfg
[  24993] 0x719f0000   wshtcpip
[  24993] 0x61a40000   AIInterface
[  24993] 0x68d80000   SkirmishAI
[  24993] 0x13e50000   SkirmishAI
[  24993] 0x07700000   hook
[  24993] 0x59dd0000   DBGHELP
[  24993] Stacktrace:
[  24993] (0) D:\Spring80test\AI\Skirmish\KAIK\0.13\SkirmishAI.dll [0x13E710B4]
[  24993] (1) D:\Spring80test\AI\Skirmish\KAIK\0.13\SkirmishAI.dll [0x13E71D23]
[  24993] (2) D:\Spring80test\AI\Skirmish\KAIK\0.13\SkirmishAI.dll [0x13E827D4]
[  24993] (3) D:\Spring80test\AI\Skirmish\KAIK\0.13\SkirmishAI.dll [0x13E5C58D]
[  24993] (4) D:\Spring80test\spring.exe [0x00839C16]
[  24993] (5) D:\Spring80test\spring.exe(skirmishAiCallback_Unit_CurrentCommand_getTag+0xb59a) [0x00856CDA]
[  24993] (6) D:\Spring80test\spring.exe [0x008672CF]
[  24993] (7) D:\Spring80test\spring.exe(skirmishAiCallback_Unit_CurrentCommand_getTag+0xe54a) [0x00859C8A]
[  24993] (8) D:\Spring80test\spring.exe [0x0072C018]
[  24993] (9) D:\Spring80test\spring.exe [0x00726FE3]
[  24993] (10) D:\Spring80test\spring.exe [0x0045285B]
[  24993] (11) D:\Spring80test\spring.exe [0x00452C6E]
[  24993] (12) D:\Spring80test\spring.exe [0x0072C37E]
[  24993] (13) D:\Spring80test\spring.exe [0x00726FE3]
[  24993] (14) D:\Spring80test\spring.exe [0x0045285B]
[  24993] (15) D:\Spring80test\spring.exe [0x00452C6E]
[  24993] (16) D:\Spring80test\spring.exe [0x006FAB37]
[  24993] (17) D:\Spring80test\spring.exe [0x006CC845]
[  24993] (18) D:\Spring80test\spring.exe [0x006CCA23]
[  24993] (19) D:\Spring80test\spring.exe [0x006CCC54]
[  24993] (20) D:\Spring80test\spring.exe [0x00406B0C]
[  24993] (21) D:\Spring80test\spring.exe [0x004200DD]
[  24993] (22) D:\Spring80test\spring.exe [0x00423B1C]
[  24993] (23) D:\Spring80test\spring.exe [0x007E57AA]
[  24993] (24) D:\Spring80test\spring.exe [0x007EC5A7]
[  24993] (25) D:\Spring80test\spring.exe [0x007E45D5]
[  24993] (26) D:\Spring80test\spring.exe [0x007E4AA6]
[  24993] (27) D:\Spring80test\spring.exe [0x00869AA8]
[  24993] (28) D:\Spring80test\spring.exe [0x0040124B]
[  24993] (29) D:\Spring80test\spring.exe [0x004012B8]
[  24993] (30) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C817067]


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PostPosted: 13 Aug 2009, 08:37 
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I get that crash in the UnitDestroyed event pretty much every game after 20 minutes or more. Haven't posted it here yet because the buildbot can't seem to translate the addresses in the AI DLL.


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PostPosted: 13 Aug 2009, 19:28 
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could be fixed now


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PostPosted: 14 Aug 2009, 13:27 
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Joined: 08 Oct 2006, 15:58
(@hoijui) In the future, please consult with me before making "risky" changes like 1cb55f95dc231712f80741ede96832bee8001045. There are now multiple crash reports and I'm having a hard time telling the legitimate ones apart from those caused by that commit. It's also bad press even for a release candidate ;)


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PostPosted: 14 Aug 2009, 16:58 
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yeah ok..
though i told everyone that it was my fault ;-)
and i fixed it again.
you are free to revert any such commits of course, i wont be angry.
best would be if you would autojoin #ai ;-) id always inform you about slightest changes then, before applying.


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PostPosted: 24 Aug 2009, 15:10 

Joined: 24 Aug 2009, 14:17
Hi Kloot,

as your AI is my another favourite just after RAI I thought I would drop by my impressions and suggestions here.

suggestions:

- teach the AI to favour hovercraft and air units no matter what on any map

- teach the AI to decide whether it should be teching OR swarming or BOTH based on first hour of gameplay, in order to optimally beat it's opponent (ultimate victory > fast victory > unnecessary risk pattern)

- make use of naval forces (lol, it's the most severely lacking feature atm)

- if possible, make your AI work with wider range of mods (for me it works perfectly with BA but refuses to work no matter what in NOTA?)

- do something with unit pathfinding, they often get stuck and cause heavy CPU load by that ... perhaps if a unit can't move within X radius for X time, it will wait X seconds before it issues move/attack/patrol order again, to not spam the game with unable to execute orders

- reduce CPU load of your AI, it's a good thing to have, but things get unbearable with 600+ units on the screen and more than one KAIK AI bot

questions:

- when is the new version incoming? I don't ask for a date but an estimate - as a fan of (not only yours) AI I would like to know current progress on things, including what's basically done, what still causes problems, what might be done at a later date


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PostPosted: 27 Aug 2009, 15:44 
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Joined: 08 Oct 2006, 15:58
Thanks for your feedback. These two points...

Quote:
- teach the AI to favour hovercraft and air units no matter what on any map


Quote:
- make use of naval forces (lol, it's the most severely lacking feature atm)


... are actually related, ships/hovers/aircraft require specialistic handling (for a number of reasons) while KAIK is highly oriented towards ground combat and only "knows" how to use air besides land forces. Sea support in particular can't happen without a lot of digging around and restructuring, which wouldn't really be time-effective, but I intend to address the issue in my replacement / hybrid AI project (tentatively called XAI).

Quote:
- if possible, make your AI work with wider range of mods (for me it works perfectly with BA but refuses to work no matter what in NOTA?


Probably because NOTA's "commander" unit is a static building. IIRC it used to be able to play that mod OK-ishly though.


Quote:
- do something with unit pathfinding, they often get stuck and cause heavy CPU load by that ... perhaps if a unit can't move within X radius for X time, it will wait X seconds before it issues move/attack/patrol order again, to not spam the game with unable to execute orders

- reduce CPU load of your AI, it's a good thing to have, but things get unbearable with 600+ units on the screen and more than one KAIK AI bot


Indeed the command spam (and pathfinder calls) is what force-chokes Spring, groups get too large for their own good late-game unless you kill them quickly. It needs some sort of throttling mechanism.


Quote:
teach the AI to decide whether it should be teching OR swarming or BOTH based on first hour of gameplay, in order to optimally beat it's opponent (ultimate victory > fast victory > unnecessary risk pattern)


well, typically you can do one or the other, but not both at the same time (except on SpeedMetal) ;)


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PostPosted: 27 Aug 2009, 20:40 

Joined: 24 Aug 2009, 14:17
Kloot wrote:
Thanks for your feedback. These two points...

Quote:
- teach the AI to favour hovercraft and air units no matter what on any map


Quote:
- make use of naval forces (lol, it's the most severely lacking feature atm)


... are actually related, ships/hovers/aircraft require specialistic handling (for a number of reasons) while KAIK is highly oriented towards ground combat and only "knows" how to use air besides land forces. Sea support in particular can't happen without a lot of digging around and restructuring, which wouldn't really be time-effective, but I intend to address the issue in my replacement / hybrid AI project (tentatively called XAI).

Quote:
- if possible, make your AI work with wider range of mods (for me it works perfectly with BA but refuses to work no matter what in NOTA?


Probably because NOTA's "commander" unit is a static building. IIRC it used to be able to play that mod OK-ishly though.


Quote:
- do something with unit pathfinding, they often get stuck and cause heavy CPU load by that ... perhaps if a unit can't move within X radius for X time, it will wait X seconds before it issues move/attack/patrol order again, to not spam the game with unable to execute orders

- reduce CPU load of your AI, it's a good thing to have, but things get unbearable with 600+ units on the screen and more than one KAIK AI bot


Indeed the command spam (and pathfinder calls) is what force-chokes Spring, groups get too large for their own good late-game unless you kill them quickly. It needs some sort of throttling mechanism.


Quote:
teach the AI to decide whether it should be teching OR swarming or BOTH based on first hour of gameplay, in order to optimally beat it's opponent (ultimate victory > fast victory > unnecessary risk pattern)


well, typically you can do one or the other, but not both at the same time (except on SpeedMetal) ;)


Hm, so for the moment you plan to do specialistic AI's, one focusing on ground and the other being a sea/air/hovercraft one? Nevertheless, it would be interesting to see a single bot capable of it at later date.

Cheers

PS. On the other hand, you could expand your KAIK from ground-oriented to skirmish-no-water oriented. I don't ask for hovercraft now, merely for some emphasis on the air units in bigger amount to support and shield ground armies, mainly gunships and bombers.

PS2. NOTA would crash for me with your AI, no idea why. The starting building is not a commander, it's simply an anti-rush base. In options you can start the game both with commander and base, or just base. I tried both, and it always crashed for me.


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PostPosted: 27 Aug 2009, 21:05 
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when it crashes, it is always a good idea to post the whole content of infolog.txt as attachment here in the forum post, or through http://springrts.pastebin.com.


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PostPosted: 27 Aug 2009, 22:29 
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Achilla wrote:
Hm, so for the moment you plan to do specialistic AI's, one focusing on ground and the other being a sea/air/hovercraft one? Nevertheless, it would be interesting to see a single bot capable of it at later date.


No, XAI will be a single bot, just with (hopefully) a bit more intelligence behind its factory selections than KAIK.

Anyway, I looked into the NOTA problem (I didn't associate "refuses to work" with a crash before) and it's similar to this bug in XTA; ie. unit definitions being removed by the engine that cause KAIK to see holes in the mod's unit line-up and panic. Best solution would be to make the NOTA guys check their infologs, if they haven't already fixed it for 1.60 ;)


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PostPosted: 28 Aug 2009, 10:27 
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Interesting, do you have a high level design document outlining the overall structure of the AI and your idea behind why you chose it and how you intend it to play? (without handing over a url to a whole git repo and referring to KAIK?)


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PostPosted: 30 Aug 2009, 15:29 

Joined: 13 Jun 2005, 15:37
Hihi! :)

I'm still alive, been on hollidays ^__^

Got all (functionally relevant) code ported to java, bugfixing now, got it all fairly functional now (managed to let it win a match against a kaik opponent :D ).

Performance on my (pretty heavy :) ) rig is nearly acceptable, tho not great. Pathfinding seems the biggest burden, but still need to optimize a lot I think, that may help, step 1 is functional, step 2 is optimization :)
Enabled defense building for the heck of it, finding a defense spot takes nearly a second XD, in the code there's a mention along the lines of 'this may take long' I think tho :)

Anyway, question! :)

UpdateKMeans does this to determine 'k':
Code:
   this->kMeansK = int(std::min((float) (KMEANS_BASE_MAX_K), 1.0f + sqrtf((float) numFriendlies + 0.01f)));

Where numFriendlies is the number of -all- friendly units, not just the buildings.
Now I'm still figuring out what all this K stuff does (yay wikipedia for explaining what the heck the algorith is tho :) ). But I could see it possibly making more sense using friendlyPositions.size() (just the buildings) instead of numFriendlies .

Does anyone remember at all why this is the way it is ? :)

I could be way wrong btw., still figuring it out ^_^

Still on the version before 0.80 btw., scared to upgrade XD

Cheers! :)


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PostPosted: 14 Sep 2009, 17:56 
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viewtopic.php?f=15&t=19583


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PostPosted: 24 Sep 2009, 09:20 

Joined: 13 Jun 2005, 15:37
Think I found another lil thing :)
I noticed the AI building up 16 planes, sending them out, then building planes but not giving any orders anymore, till much later suddenly they fly out again (like at 40 planes or so, ouch XD).

I'm fairly sure this happens when the target chose isn't destroyed, the ai keeps in a 'airattack' mode, but doesn't assign any new planes to the target, so it just waits for the target to die by itself :)

Could solve it in many ways, assign new waves, delete the air attack state after all 16 planes died, or most of them, or drop the state after a few minutes, I'm sure you'll come up with something creative :)

Also, this is based on my Java port, but I'm pretty sure the c version does the same, check tho! :)

It's good to fix this btw., since air can be pretty nasty in long games :D (was debugging/testing, nothing happend for ages, then got double nuked and got like 40 planes all over me, aaaghdie :D)

Could be a fun idea to increase wave sizes each time too, -mayby-, dunno :)

P.S.
I'm at the latest Spring version again, whee :)
AI port kinda functional now, except for performance, check it out at: http://code.google.com/p/crans-java-ai/ :)
I intend to add a THANKS or THANKYOU file, which will be logged to to infolog on startup (good idea?) , could you provide a nice list for that ? :)
I'd prefer sticking a generic GPL license on everything, think that's possible?

Cheers!


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PostPosted: 25 Sep 2009, 12:52 
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running on Linux 32bit in GDB
latest spring master (16debace1b6e0ed29d0cde9f126286d833ea23e8)
BA 7.01 on Brazillian Battlefield
i started the Skirmish AI test script for E323AI, and then initialized KAIK on team 0 with /aicontrol 0 KAIK, then going spectator.
crashed after some minutes with:
Code:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xb6284710 (LWP 31860)]
0x95d40649 in CDefenseMatrix::MaskBadBuildSpot (this=0x9309a758, pos={static binder = {class_ = 0x0, base = 0x0, flags = creg::CF_None, memberRegistrator = 0x95dfe2e4, name = 0x95dd9c5c "float3", size = 12, constructor = 0x95da5ce6 <float3::_ConstructInstance(void*)>, destructor = 0x95da5d26 <float3::_DestructInstance(void*)>, nextBinder = 0x95dfe2c0}, static memberRegistrator = 0x95dfe354, static CMP_EPS = 9.99999975e-05, static NORMALIZE_EPS = 9.99999996e-13, static maxxpos = 2048, static maxzpos = 2048, x = -0.999706507, y = 0, z = -1.27633739e-05}) at AI/Skirmish/KAIK/DefenseMatrix.cpp:49
(gdb) bt
#0  0x95d40649 in CDefenseMatrix::MaskBadBuildSpot (this=0x9309a758, pos={static binder = {class_ = 0x0, base = 0x0, flags = creg::CF_None, memberRegistrator = 0x95dfe2e4, name = 0x95dd9c5c "float3", size = 12, constructor = 0x95da5ce6 <float3::_ConstructInstance(void*)>, destructor = 0x95da5d26 <float3::_DestructInstance(void*)>, nextBinder = 0x95dfe2c0}, static memberRegistrator = 0x95dfe354, static CMP_EPS = 9.99999975e-05, static NORMALIZE_EPS = 9.99999996e-13, static maxxpos = 2048, static maxzpos = 2048, x = -0.999706507, y = 0, z = -1.27633739e-05}) at AI/Skirmish/KAIK/DefenseMatrix.cpp:49
#1  0x95d67d0d in CUnitHandler::ClearOrder (this=0x8ebb0798, builderTracker=0x8d56a080, reportError=false) at AI/Skirmish/KAIK/UnitHandler.cpp:405
#2  0x95d6884d in CUnitHandler::IdleUnitUpdate (this=0x8ebb0798, frame=7935) at AI/Skirmish/KAIK/UnitHandler.cpp:104
#3  0x95d8d8ba in CKAIK::Update (this=0x93f1d320) at AI/Skirmish/KAIK/KAIK.cpp:225
#4  0x95da4484 in CAIUpdateEvent::Run (this=0x8d633ba0, ai=@0x93f1d320, globalAICallback=0x9334ebd8) at AI/Wrappers/LegacyCpp/Event/AIUpdateEvent.h:32
#5  0x95da42b8 in CAIAI::handleEvent (this=0x9334ec18, topic=3, data=0xbf7fefb4) at AI/Wrappers/LegacyCpp/AIAI.cpp:162
#6  0x95d4478a in handleEvent (teamId=0, topic=3, data=0xbf7fefb4) at AI/Skirmish/KAIK/AIExport.cpp:98
#7  0x089a078e in CSkirmishAILibrary::HandleEvent (this=0x962f3d50, teamId=0, topic=3, data=0xbf7fefb4) at rts/ExternalAI/SkirmishAILibrary.cpp:91
#8  0x089be6b1 in CSkirmishAI::HandleEvent (this=0x9ed93250, topic=3, data=0xbf7fefb4) at rts/ExternalAI/SkirmishAI.cpp:48
#9  0x0899d362 in CSkirmishAIWrapper::Update (this=0x943c7b10, frame=7935) at rts/ExternalAI/SkirmishAIWrapper.cpp:369
#10 0x0898e05b in CEngineOutHandler::Update (this=0x99bdc0d0) at rts/ExternalAI/EngineOutHandler.cpp:181
#11 0x0833b9d9 in CGame::SimFrame (this=0x9f899ad0) at rts/Game/Game.cpp:3489
#12 0x083430c9 in CGame::ClientReadNet (this=0x9f899ad0) at rts/Game/Game.cpp:3817
#13 0x08346fe0 in CGame::Update (this=0x9f899ad0) at rts/Game/Game.cpp:2830
#14 0x088d3b57 in SpringApp::Update (this=0xbf7ff890) at rts/System/SpringApp.cpp:842
#15 0x088dbd07 in SpringApp::Run (this=0xbf7ff890, argc=1, argv=0xbf7ff974) at rts/System/SpringApp.cpp:966
#16 0x088e1bd6 in Run (argc=1, argv=0xbf7ff974) at rts/System/Main.cpp:111
#17 0x088e1c31 in main (argc=0, argv=0xa9) at rts/System/Main.cpp:127
(gdb) list AI/Skirmish/KAIK/DefenseMatrix.cpp:49
Line 49 of "AI/Skirmish/KAIK/DefenseMatrix.cpp" starts at address 0x95d40622 <_ZN14CDefenseMatrix16MaskBadBuildSpotE6float3+84> and ends at 0x95d4064f <_ZN14CDefenseMatrix16MaskBadBuildSpotE6float3+129>.


edit:
did it again with current spring master, same procedure, mod & map, same crash, as it seems:
Attachment:
File comment: 2nd stack-trace
KAIK_crash_2.txt [6.05 KiB]
Downloaded 20 times


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