Closed GoogleCodeExporter closed 8 years ago
quick question, which mthod did you use to narrow it down to a change between
those revs? btw...for the sake of sanity, 2936-->current....
Original comment by omegabla...@gmail.com
on 5 Feb 2011 at 8:49
Can't repro. Are you sure you exited the game normally instead of clicking the
top right 'X', which preempts all the shutdown calls..?
Original comment by wrenc...@gmail.com
on 10 Apr 2011 at 2:44
I'm positive. This happened to very regularly with that specific deck during
that time. Haven't tried since then. I did not used the close window button
to exit the app.
Original comment by techdragon.nguyen@gmail.com
on 10 Apr 2011 at 4:06
i also have not been able to repro this, unless you can narrow down the the
cause on your end, im going to go ahead and close this for now.
Original comment by omegabla...@gmail.com
on 11 Apr 2011 at 2:17
It's pretty easy to reproduce for me anyways. I believe it has something to do
with the bounce lands. It seems that there is some combination that creates a
mem leak in TargetChooser.cpp (line 622) now. Out of 10 games I get the mem
leak 5 times. Each time there was a bounce land from that deck in play.
However, that isn't sufficient since the games that didn't have the leak also
had a bounce land in play. It could be combination of the bounce lands and a
particular card from the deck, like Wild Mongrel or mulldrifter. These cards
either sacrifice or give card advantage. Not proven just a theory. However, I
know this bug exists. with that deck I posted.
I'm reopening this issue as I can still create it on a new checkout, no images,
on the very first game played.
Original comment by techdragon.nguyen@gmail.com
on 11 Apr 2011 at 8:08
it is really hard to shallow this pill without any water...
i personally have not been able to repro this bug, and theory crafting isn't
going to get us anywhere near close to a repro on this issue, have anyone else
been able to repro this?
Original comment by omegabla...@gmail.com
on 14 Apr 2011 at 6:24
Out of 10 games I get the mem leak 5 times...since you can repro this at a
pretty decent rate, how about you start removing cards a playset at a time,
until you remove the one causing this. so far, you are the only one able to
repro this and having a ticket open that provides an entire deck as a bug
report, is invalid...
Original comment by omegabla...@gmail.com
on 14 Apr 2011 at 6:29
Tin Street Hooligan
this is the card causing it.
not the lands.
100% repro, take your deck and in the primitive of "forest"
add this
abilities=cantmilllose
auto={0}:all(*|mydeck) moveto(mybattlefield)
then close out, now where it saids the memleak, double click it, it takes you
to tc= typeName...break point, restart start another match, repeat, remove
cards until you only have the forest and the card which caused the memleak...
btw, MTGAbility memleaks, and TC memleaks are never caused by "a series of
events...it is always 1 card, and 1 line....hope that helps you narrow down
reports like this one.
Original comment by omegabla...@gmail.com
on 14 Apr 2011 at 7:29
also this was not introduced in the revs you are claiming...it was introduced
when this
const string Constants::kAlternativeKeyword = "alternative";
was introduced. and the way that these abilities get added was changed from the
original version to what it is in current.
Original comment by omegabla...@gmail.com
on 14 Apr 2011 at 7:32
if ((costType > -1) && (!keyword.empty()))
{
if (spell && spell->FullfilledAlternateCost(costType))
{
string s1 = s.substr(keyword.length());
return parseMagicLine(s1, id, spell, card);
}
DebugTrace("INFO parseMagicLine: Alternative Cost was not fulfilled for " << s);
return NULL;
}
heres your memleak.
Original comment by omegabla...@gmail.com
on 14 Apr 2011 at 7:33
you return null, becuase it was not paid, however WAY before anything else was
parsed, "target(" was found in the string...and a TC was created for it...you
never delete the tc so you end up with a memleak....
Original comment by omegabla...@gmail.com
on 14 Apr 2011 at 7:37
fixed.
Original comment by omegabla...@gmail.com
on 14 Apr 2011 at 7:40
I only pointed out that those revs were where I was able to consistently
reproduce the error. The revs prior to this, I was unable to generate the
error. I had only focused on the current release at the time. I assumed
that something like this would have been caught a long time ago, considering
that bug addition was added in 12.1 i believe, two or three revs ago. Just
argues that we need to improve the test mechanisms in the game. So bugs
like this won't happen.
Nice find.
Original comment by techdragon.nguyen@gmail.com
on 15 Apr 2011 at 2:35
Original issue reported on code.google.com by
techdragon.nguyen@gmail.com
on 5 Feb 2011 at 7:41Attachments: