Bug#523271: bloboats: segfault at start up

Gonéri Le Bouder goneri at rulezlan.org
Sat Apr 18 22:32:46 UTC 2009


On Wed, Apr 15, 2009 at 12:08:49AM -0500, Raphael Geissert wrote:
> On Thursday 09 April 2009 10:25:29 Gonéri Le Bouder wrote:
> > On Thu, Apr 09, 2009 at 09:59:19AM -0500, Raphael Geissert wrote:
> > Works fine here:
> [...]
> > I've the 
> > feeling the problem come from your libgl1-mesa-glx from experimental. Can
> > you please upgrade your sysetem.
> >
> 
> Did that a couple of days ago, no difference.
I found the bug. You probably have a screen with a resolution lower than
1024x768, the game doesn't react correctly if it fails to open a display.
Can you try to start the game with:

bloboats --resolution=800x600
 
> By the way, like I mentioned to Barry via IRC, the package doesn't have an 
> un/patch target and doesn't respect the debug and noopt DEB_BUILD_OPTIONS 
> options; you should fix that.
Done on svn.
 
> One of the obvious errors on the code is that while SDL_SetVideoMode takes a 
> Uint32 for the flags, the code passes an integer which, as soon as 
> SDL_FULLSCREEN is added, is overflowed, turning into a negative integer.
> Attached is the fix for that bug.
> 
> While this doesn't fix the segfault it is one bug less (although I expect 
> many, similar, bugs to be there on the code). What did help get the game's 
> screen was commenting out the SDL_FULLSCREEN-related line in main.cpp; 
> although after a few seconds the screen got corrupted and had to SIGTERM it.
> 
> This is the backtrace from the code with the attached patch applied:
I'll apply it and forward it to upstream.

Cheers,

      Gonéri Le Bouder

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