Re: Segmentation fault

From: Levork (
Date: 09/18/95

On Mon, 18 Sep 1995, Boris Levit wrote:

> > Well, considering my last days of futration I decided to write a little 
> > message here.
> > 
> > I've been changing some assorted stuff in the Circle3.00, patchlevel8 code.
> > It's run at a remote computer, but due to limited disk space I decided to 
> > work at the source at home, testing it and so forth... 
> > My own setup is Linux based, and as far as programming and compiling the 
> > prgram seems error free.
> > 
> > The problem arises when I transfer the sourcecocode to the remote mashine 
> > (SunOS), the source still compiles without errors, and seemingly runs fine...
> > 
> > BUT, MOSTLY when fighting, sometimes even when the mud is more or less 
> > idle it CRASHES ... the program returns "Segmentation Fault"..
> > 
> > NOW, considering this I thought... Well.. Has to be my code.. BUT, 
> > whatever I do It's IMPOSSIBLE to reproduce the event at my Linux setup... 
> > What I wndered is, if anyone knows why the mud gets a segmentation 
> > fault.. and if it's possibly the remote systems recources that arent 
> > adequate... ?
> > 
> > 
> > Anyways, any comments are appreciated... actually flames too 8)
> > 
> > Regards,
> > Rasmus R, aka. Con.
> > 

You don't mention whether you copy the playerfile over, or whether it is 
source only. If you do copy the playerfile/player objects over,  I had this 
same problem myself between a Linux machine at home and a SGI machine at 
work (erm.. you didn't hear that. :)  The byte order differences between 
the Linux and SGI caused the binary playerfile and related binary stuff 
in circle/lib to be botched, and I had random crashes until I deleted the 
pfile. Sun has the same byte order as SGI (i.e. reversed from Linux) so 
this might be your problem.


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