Joining an MP game from a different game causes segfault (after version conflict)
Attempting to join an MP game from a different game causes a seg fault in the latest unstable (1486). For instance attempting to join a Doom2 MP game while running Ultimate Doom.
Attempting to join an MP game from the same game one is currently running appears to function correctly.
This seems to be a bug that has been around a fair while.
Fixed|UI|Multiplayer: Potential crash when joining an MP game
Synchronous signal handling (game unload, MP join) may lead to the
widget being gone when it's time to check if there's a further
action to do.
Fixed|Multiplayer|Client: Cleaning up client state when leaving a game
The client was not properly cleaning its state when leaving a game.
Now received packets are discarded and the postfx shader is reset to
If one was kicked from an MP game due to version conflict, the old
buffered packets caused a segfault when the client continued handling
them after connecting to a new server.
#5 Updated by vermil about 9 years ago
I wasn't using any resource packs and was trying to join a non-local server.
Specifically, various ones of Kuri Kai.
It could be a version mis-match (and that causes a seg fault when one tries to join a server with a different version from a game other than the one the MP game is for).
#8 Updated by skyjake about 9 years ago
During my Windows debugging I discovered and fixed #1960, which may have been the primary culprit here, since it was possible to trigger it also with key/mouse release events.
Needs to be tested again with Friday's build (or later). I'll keep the MP test servers running for convenience (occasionally if not all the time).
#11 Updated by eunbolt about 9 years ago
the above gdb output is the server and the client on the local machine, so both are build 1500.(not the nz/au servers)
vermil's test from above are most likely to the nz/au. whcich he is correct that they are version mismatches as they are the latest stable build
#15 Updated by skyjake about 9 years ago
From the .2 log:
Reading symbols from doomsday...(no debugging symbols found)...done.
Executable: Doomsday Engine 1.15.0 (Unstable 64-bit) Feb 9 2015 18:18:11
Did you rerun qmake after modifying config_user.pri and do a clean rebuild? This should say "Unstable 64-bit +D +R", and gdb should be finding debug symbols.
This should be just "CONFIG+=debug".