Crash caused by signal #11: Segmentation fault Version: Dungeon Crawl Stone Soup 0.33-a0-394-g90355d26cc Platform: unix Bits: 64 Game mode: tutorial Tiles: online Seed: 3344585226467549293, deterministic pregen: 1 Command line: /usr/games/crawl-git-90355d26cc -name Isolet -rc /dgldir/rcfiles/crawl-git/Isolet.rc -macro /dgldir/rcfiles/crawl-git/Isolet.macro -morgue /dgldir/morgue/Isolet/ -tutorial -webtiles-socket /crawl-master/webserver/sockets/Isolet:2024-11-25.18:50:21.sock -await-connection RC options: restart_after_game = false Crash caused by signal #11: Segmentation fault Obtained 13 stack frames. /usr/games/crawl-git-90355d26cc(_Z17write_stack_traceP8_IO_FILE+0x3e) [0x5571822572ee]: write_stack_trace(_IO_FILE*) /usr/games/crawl-git-90355d26cc(_Z13do_crash_dumpv+0x43a) [0x55718226543a]: do_crash_dump() /usr/games/crawl-git-90355d26cc(_Z20crash_signal_handleri+0x1fa) [0x5571822577ca]: crash_signal_handler(int) /lib/x86_64-linux-gnu/libc.so.6(+0x45320) [0x75f7054e3320]: /lib/x86_64-linux-gnu/libc.so.6(isspace+0x12) [0x75f7054d9692]: /usr/games/crawl-git-90355d26cc(_Z18prompt_invent_itemPKc9menu_typei15operation_types13enum_bitfieldI14invprompt_flagLin1EEcS0_Pi+0x1e5) [0x557182464c15]: prompt_invent_item(char const*, menu_type, int, operation_types, enum_bitfield, char, char const*, int*) /usr/games/crawl-git-90355d26cc(_Z19fire_item_no_quiverP4dist+0x237) [0x5571828d9177]: fire_item_no_quiver(dist*) /usr/games/crawl-git-90355d26cc(+0xc2c38a) [0x5571829d938a]: /usr/games/crawl-git-90355d26cc(+0xc2ce95) [0x5571829d9e95]: /usr/games/crawl-git-90355d26cc(main+0x1f7) [0x55718218fe57]: /lib/x86_64-linux-gnu/libc.so.6(+0x2a1ca) [0x75f7054c81ca]: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x8b) [0x75f7054c828b]: /usr/games/crawl-git-90355d26cc(_start+0x25) [0x557182190875]: Trying to run gdb. GNU gdb (Ubuntu 15.0.50.20240403-0ubuntu1) 15.0.50.20240403-git Copyright (C) 2024 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "x86_64-linux-gnu". Type "show configuration" for configuration details. For bug reporting instructions, please see: . Find the GDB manual and other documentation resources online at: . For help, type "help". Type "apropos word" to search for commands related to "word". [Thread debugging using libthread_db enabled] Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1". 0x000075f7055ae7a7 in __GI___wait4 (pid=2666545, stat_loc=0x0, options=0, usage=0x0) at ../sysdeps/unix/sysv/linux/wait4.c:30 #0 0x000075f7055ae7a7 in __GI___wait4 (pid=2666545, stat_loc=0x0, options=0, usage=0x0) at ../sysdeps/unix/sysv/linux/wait4.c:30 sc_ret = -512 sc_ret = #1 0x000055718225799c in call_gdb (file=0x75f7056a24e0 <_IO_2_1_stderr_>) at crash.cc:438 gdb = attach_cmd = "attach 2665966\000\000\000\000\000" #2 0x0000557182265458 in do_crash_dump () at dbg-asrt.cc:692 t = 1732560628 dir = "/dgldir/morgue/Isolet/" name = "/dgldir/morgue/Isolet/crash-Isolet-20241125-185028.txt", '\000' signal_info = "Crash caused by signal #11: Segmentation fault" cause_msg = "Crash caused by signal #11: Segmentation fault" file = 0x75f7056a24e0 <_IO_2_1_stderr_> #3 0x00005571822577ca in crash_signal_handler (sig_num=11) at crash.cc:198 No locals. #4 No locals. #5 0x000075f7054d9692 in isspace (c=-9992) at ./ctype/ctype.c:34 Compilation info: <<<<<<<<<<< Compiled with GCC 13.2.0 Build platform: x86_64-linux-gnu Platform: x86_64-linux-gnu CFLAGS: -O2 -pipe -DUSE_TILE -DUSE_TILE_WEB -Wall -Wformat-security -Wundef -Wextra -Wno-missing-field-initializers -Wno-implicit-fallthrough -Wno-type-limits -Wno-uninitialized -Wno-array-bounds -Wno-format-zero-length -Wmissing-declarations -Wredundant-decls -Wno-parentheses -Wwrite-strings -Wshadow -pedantic -Wuninitialized -Iutil -I. -isystem /usr/include/lua5.1 -g -DWIZARD -DASSERTS -DREGEX_PCRE -DCLUA_BINDINGS -DDGAMELAUNCH -DSAVE_DIR_PATH="/crawl-master/crawl-git-90355d26cc/saves" -DSHARED_DIR_PATH="/crawl-master/crawl-git/saves" -DDATA_DIR_PATH="/crawl-master/crawl-git-90355d26cc/data/" -DWEB_DIR_PATH="/crawl-master/crawl-git-90355d26cc/data/web/" -D_DEFAULT_SOURCE -D_XOPEN_SOURCE=600 LDFLAGS: -rdynamic -fuse-ld=gold -O2 >>>>>>>>>>> Place info: branch = 0, depth = 2 Level id: D:2 Level build method = random_map_for_place, level layout type = encompass, absdepth0 = 1 Level vaults: tutorial_lesson2_level2 Markers: <<<<<<<<<<<<<<<<<<<<<< >>>>>>>>>>>>>>>>>>>>>> Messages: <<<<<<<<<<<<<<<<<<<<<< This lesson will teach you about monsters and fighting. First, we need a weapon! Go and grab the one lying over there. You can reread all messages at any time with [Ctrl-P]. Also, press [Space] to clear the --more-- prompts. Found a quarterstaff. Found a staircase leading out of the dungeon. Pick up this weapon with [,] or [g] and then wield it with [e]. You see here a +0 quarterstaff. b - a +0 quarterstaff (weapon) No target in view! Okay, then. You open the door. To attack a monster with your bare hands or wielded weapon, simply walk into it. There is an open door here. The training dummy hits you with a +0 whip. You hit the training dummy. The training dummy is lightly damaged. The training dummy hits you but does no damage. You sock the training dummy! The training dummy is almost destroyed. The training dummy closely misses you. The training dummy barely misses you. You hit the training dummy. You destroy the training dummy! You see here a +0 whip. c - a +0 whip (weapon) Very good! You can heal by resting with [5]. This will make you rest until your health is full, but will be interrupted by important events. You open the door. A rat comes into view. The rat squeaks loudly. There is an open door here. The rat bites you but does no damage. You hit the rat but do no damage. The rat bites you. The rat bites you but does no damage. You closely miss the rat. The rat closely misses you. You hit the rat. You kill the rat! As you open the door, it creaks loudly! 3 rats come into view. The rat squeaks loudly. There are monsters nearby! There are monsters nearby! Rather than storm the room and get swarmed by monsters, you can also step back and wait (with [.]) for them to come to you. There is an open door here. Rather than storm the room and get swarmed by monsters, you can also step back and wait (with [.]) for them to come to you. The rat squeaks loudly. x2 There is an open door here. The rat bites you. You closely miss the rat. The rat completely misses you. You closely miss the rat. The rat barely misses you. You hit the rat. The rat is heavily wounded. The rat closely misses you. You barely miss the rat. The rat bites you. You hit the rat. You kill the rat! You barely miss the rat. The rat bites you but does no damage. You hit the rat but do no damage. The rat closely misses you. You barely miss the rat. The rat barely misses you. The rat closely misses you. You closely miss the rat. The rat bites you but does no damage. You barely miss the rat. The rat misses you. You hit the rat but do no damage. The rat misses you. You hit the rat. You kill the rat! You hit the rat. You kill the rat! Rather than storm the room and get swarmed by monsters, you can also step back and wait (with [.]) for them to come to you. There is an open door here. Examine these monsters (by pressing [x] to enter examine mode, and then [+] to cycle through nearby monsters) and compare their descriptions (by pressing [v] while selecting them in examine mode) to find out which of these cages is safer to fight through. The wyvern hisses angrily. Found a stone staircase leading down. You open the door. You hit the giant cockroach but do no damage. The giant cockroach bites you. You hit the giant cockroach. The giant cockroach is severely wounded. The giant cockroach bites you but does no damage. You closely miss the giant cockroach. The giant cockroach is severely wounded. The giant cockroach closely misses you. x2 You closely miss the giant cockroach. The giant cockroach is heavily wounded. The giant cockroach bites you. You hit the giant cockroach but do no damage. The giant cockroach is heavily wounded. The giant cockroach bites you. You hit the giant cockroach. The giant cockroach is severely wounded. The giant cockroach bites you but does no damage. The giant cockroach barely misses you. You barely miss the giant cockroach. The giant cockroach is severely wounded. The giant cockroach bites you but does no damage. You hit the giant cockroach. You kill the giant cockroach! There is an open door here. You see here a giant cockroach corpse. There is an open door here. You see here a giant cockroach corpse. Okay, then. You open the door. There is an open door here. Remember, you can rest up with [5]. Well done! After resting to full health continue to the next level with [>]. There is a stone staircase leading down here. Okay, then. No target in view! Unknown command. You climb downwards. Remember: You can reread old messages with [Ctrl-P]. Found 10 boomerangs. There is a stone staircase leading up here. Now, for ranged combat! Pick up these boomerangs with [,] or [g] and continue. You see here 10 boomerangs. You are now empty-handed. Okay, then. c - a +0 whip (weapon) d - 10 boomerangs You can fire your boomerangs at a monster with [f]. To confirm the auto-targeted monster, press [f] or [Enter]. You can skip this and fire at the closest monster with [shift-tab] or [p]. The training dummy throws a stone. The stone hits you. HP restored. The training dummy throws a stone. The stone hits you. No reachable target in view! Okay, then. No reachable target in view! You are now empty-handed. b - a +0 quarterstaff (weapon) c - a +0 whip (weapon) Okay, then. Press: ? - help, . - travel You can't see that place. Press: ? - help, v - describe, . - travel Here: a training dummy, quivering stones The floor. Sorry, I don't know how to get there. Sorry, you're not good enough to have a special ability. Sorry, you're not good enough to have a special ability. Sorry, you're not good enough to have a special ability. Okay, then. There are no items here. You enter the shallow water. Moving in this stuff is going to be slow. Why would you want to do that? Number of times to repeat, then command key: You must enter the number of times for the command to repeat. The training dummy throws a stone. The stone barely misses you. You enter the shallow water. Moving in this stuff is going to be slow. Why would you want to do that? You enter the shallow water. Moving in this stuff is going to be slow. Why would you want to do that? Why would you want to do that? Number of times to repeat, then command key: 9 Enter command to be repeated: You enter the shallow water. Moving in this stuff is going to be slow. The training dummy throws a stone. The stone barely misses you. Sorry, you're not good enough to have a special ability. Sorry, you're not good enough to have a special ability. Sorry, you're not good enough to have a special ability. Sorry, you're not good enough to have a special ability. Sorry, you're not good enough to have a special ability. Sorry, you're not good enough to have a special ability. Okay, then. Why would you want to do that? Why would you want to do that? Why would you want to do that? You drop 10 boomerangs. You hear a splash. The training dummy throws a stone. The stone barely misses you. Okay, then. No reachable target in view! The training dummy throws a stone. The stone closely misses you. You see here 10 boomerangs. Okay, then. d - 10 boomerangs No reachable target in view! No reachable target in view! Okay, then. You are a level 1 Human Fighter. You are 80% of the way to level 2. Play time: 00:02:52 (138 turns). Zot will find you in 11858 turns if you stay in this branch and explore no new floors. You aren't wearing any rings or amulets. There's nothing to close nearby. No item to drop. You don't have any such object. Fire/throw/use which item? ([*] to toss any item) (? for menu, Esc to quit) You don't have any such object. Fire/throw/use which item? ([*] to toss any item) (? for menu, Esc to quit) You don't have any such object. Fire/throw/use which item? ([*] to toss any item) (? for menu, Esc to quit) You don't have any such object. Fire/throw/use which item? ([*] to toss any item) (? for menu, Esc to quit) >>>>>>>>>>>>>>>>>>>>>> Version history: Game started: 0.33-a0-394-g90355d26cc Game state: mouse_enabled: 0, waiting_for_command: 0, terminal_resized: 0 io_inited: 1, need_save: 1, saving_game: 0, updating_scores: 0: seen_hups: 1, map_stat_gen: 0, type: 2, arena_suspended: 0 prev_cmd = CMD_FIRE_ITEM_NO_QUIVER repeat_cmd = CMD_NO_CMD Player: {{{{{{{{{{{ Name: [Isolet] Species: Human Job: Fighter HP: 18/18; mods: 0/0 MP: 3/3; mod: 2 Stats: 16 (16) 8 (8) 12 (12) Position: (50, 37), god: No God (0), turn_is_over: 0, banished: 0 Standing on/in/over feature: some shallow water Skills (mode: auto) Name | can_currently_train | train | training | level | points | progress Fighting | X | 1 | 37 | 3 | 349 | 49/200 Short Blades | X | 1 | 0 | 0 | 0 | 0/50 Long Blades | X | 1 | 0 | 0 | 0 | 0/50 Axes | X | 1 | 0 | 0 | 0 | 0/50 Maces & Flails | X | 1 | 6 | 0 | 0 | 0/50 Polearms | X | 1 | 0 | 0 | 0 | 0/50 Staves | X | 1 | 6 | 0 | 1 | 1/50 Ranged Weapons | X | 1 | 0 | 0 | 0 | 0/50 Throwing | X | 1 | 0 | 0 | 0 | 0/50 Armour | X | 1 | 33 | 3 | 320 | 20/200 Dodging | X | 1 | 8 | 0 | 0 | 0/50 Stealth | X | 1 | 1 | 0 | 0 | 0/42 Shields | X | 1 | 0 | 0 | 0 | 0/50 Unarmed Combat | X | 1 | 9 | 2 | 163 | 13/150 Spellcasting | X | 1 | 0 | 0 | 0 | 0/59 Conjurations | X | 1 | 0 | 0 | 0 | 0/50 Hexes | X | 1 | 0 | 0 | 0 | 0/50 Summonings | X | 1 | 0 | 0 | 0 | 0/50 Necromancy | X | 1 | 0 | 0 | 0 | 0/50 Translocations | X | 1 | 0 | 0 | 0 | 0/50 Forgecraft | X | 1 | 0 | 0 | 0 | 0/50 Fire Magic | X | 1 | 0 | 0 | 0 | 0/50 Ice Magic | X | 1 | 0 | 0 | 0 | 0/50 Air Magic | X | 1 | 0 | 0 | 0 | 0/50 Earth Magic | X | 1 | 0 | 0 | 0 | 0/50 Alchemy | X | 1 | 0 | 0 | 0 | 0/50 Invocations | X | 1 | 0 | 0 | 0 | 0/42 Evocations | X | 1 | 0 | 0 | 0 | 0/50 Shapeshifting | X | 1 | 0 | 0 | 0 | 0/59 Spell bugs: Durations: Attributes: Mutations: explore regen: 1 (innate) Inventory bugs: Equipment: eq slot #0, inv slot #2: +0 whip eq slot #6, inv slot #0: +0 robe }}}}}}}}}}} Webtiles message buffer: Webtiles JSON stack: Screenshot: ######### #.......##### #..<........# #.......###.# ######### #.# ###.### ##.....## #..~@~..# #.~≈≈≈~.# #.~≈I≈~.# #.~≈≈≈~.# #..~~~..# ##.....## ###.### #.# clua stack: dlua stack: Lua persistent data: <<<<<<<<<<<<<<<<<<<<<< >>>>>>>>>>>>>>>>>>>>>> Lua marker contents: <<<<<<<<<<<<<<<<<<<<<< Lua marker 0 at (21, 25): {{{{ CLASS: FogMachine pow_min: 10 spread_buildup_time: 1 listeners: spread_rate: -1 size_min: 2 size_max: 3 pow_max: 10 start_clouds: 1 dgn_trigs_by_type: 1: 1: 1 32: 1: 2 triggerers: 1: CLASS: DgnTriggerer countdown: 2 type: turn buildup_turns: 0 sub_type: countdown delay_min: 10 method: dgn_event listener_only: false delay_max: 10 2: CLASS: DgnTriggerer type: entered_level listener_only: false method: dgn_event size_buildup_time: 1 kill_cat: other activated: true activating: false excl_rad: 1 size_buildup_amnt: 0 buildup_turns: 1 spread_buildup_amnt: 0 cloud_type: thin mist props: walk_dist: 0 pow_rolls: 3}}}} Lua marker 1 at (22, 33): {{{{ CLASS: TriggerableFunction repeated: true listeners: func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] props: triggerers: 1: CLASS: DgnTriggerer method: dgn_event type: player_move activating: false dgn_trigs_by_type: 4: 1: 1 activated: true data: onetime: false text: tutorial2 explore exit: false }}}} Lua marker 2 at (27, 35): {{{{ CLASS: TriggerableFunction repeated: true listeners: func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] props: triggerers: 1: CLASS: DgnTriggerer method: dgn_event type: player_move activating: false dgn_trigs_by_type: 4: 1: 1 activated: true data: onetime: false text: tutorial2 resting_reminder exit: false }}}} Lua marker 3 at (30, 29): {{{{ CLASS: FogMachine pow_min: 10 spread_buildup_time: 1 listeners: spread_rate: -1 size_min: 2 size_max: 3 pow_max: 10 start_clouds: 1 dgn_trigs_by_type: 1: 1: 1 32: 1: 2 triggerers: 1: CLASS: DgnTriggerer countdown: 2 type: turn buildup_turns: 0 sub_type: countdown delay_min: 10 method: dgn_event listener_only: false delay_max: 10 2: CLASS: DgnTriggerer type: entered_level listener_only: false method: dgn_event size_buildup_time: 1 kill_cat: other activated: true activating: false excl_rad: 1 size_buildup_amnt: 0 buildup_turns: 1 spread_buildup_amnt: 0 cloud_type: thin mist props: walk_dist: 0 pow_rolls: 3}}}} Lua marker 4 at (31, 42): {{{{ CLASS: TriggerableFunction repeated: true listeners: func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] props: triggerers: 1: CLASS: DgnTriggerer method: dgn_event type: player_move activating: false dgn_trigs_by_type: 4: 1: 1 activated: true data: onetime: false text: tutorial2 firing exit: false }}}} Lua marker 5 at (37, 20): {{{{ CLASS: TriggerableFunction repeated: true listeners: func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] props: triggerers: 1: CLASS: DgnTriggerer method: dgn_event type: player_move activating: false dgn_trigs_by_type: 4: 1: 1 activated: true data: onetime: false text: tutorial2 tutorial_end exit: false }}}} Lua marker 6 at (37, 20): {{{{ CLASS: OneWayStair props: dst: tutorial_lesson2 onclimb: CLASS: FunctionWrapper name: tutorial2.win fn: [type function] desc: exit from the tutorial }}}} Lua marker 7 at (39, 21): {{{{ CLASS: TriggerableFunction repeated: true listeners: func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] props: triggerers: 1: CLASS: DgnTriggerer method: dgn_event type: player_move activating: false dgn_trigs_by_type: 4: 1: 1 activated: true data: onetime: false text: tutorial2 tutorial_end exit: false }}}} Lua marker 8 at (39, 21): {{{{ CLASS: OneWayStair props: dst: tutorial_lesson2 onclimb: CLASS: FunctionWrapper name: tutorial2.win fn: [type function] desc: exit from the tutorial }}}} Lua marker 9 at (40, 48): {{{{ CLASS: TriggerableFunction repeated: true listeners: func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] props: triggerers: 1: CLASS: DgnTriggerer method: dgn_event type: player_move activating: false dgn_trigs_by_type: 4: 1: 1 activated: true data: onetime: false text: tutorial2 wield_bow exit: false }}}} Lua marker 10 at (41, 22): {{{{ CLASS: TriggerableFunction repeated: true listeners: func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] props: triggerers: 1: CLASS: DgnTriggerer method: dgn_event type: player_move activating: false dgn_trigs_by_type: 4: 1: 1 activated: true data: onetime: false text: tutorial2 tutorial_end exit: false }}}} Lua marker 11 at (41, 22): {{{{ CLASS: OneWayStair props: dst: tutorial_lesson2 onclimb: CLASS: FunctionWrapper name: tutorial2.win fn: [type function] desc: exit from the tutorial }}}} Lua marker 12 at (44, 32): {{{{ CLASS: TriggerableFunction repeated: true listeners: func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] props: triggerers: 1: CLASS: DgnTriggerer method: dgn_event type: player_move activating: false dgn_trigs_by_type: 4: 1: 1 activated: true data: onetime: false text: tutorial2 boomerangs exit: false }}}} Lua marker 13 at (49, 32): {{{{ CLASS: TriggerableFunction repeated: true listeners: func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] props: triggerers: 1: CLASS: DgnTriggerer method: dgn_event type: player_move activating: false dgn_trigs_by_type: 4: 1: 1 activated: true data: onetime: false text: tutorial2 throwing exit: false }}}} Lua marker 14 at (50, 43): {{{{ CLASS: TriggerableFunction repeated: true listeners: func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] props: triggerers: 1: CLASS: DgnTriggerer method: dgn_event type: player_move activating: false dgn_trigs_by_type: 4: 1: 1 activated: true data: onetime: false text: tutorial2 resting_reminder exit: false }}}} Lua marker 15 at (50, 46): {{{{ CLASS: TriggerableFunction repeated: true listeners: func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] props: triggerers: 1: CLASS: DgnTriggerer method: dgn_event type: player_move activating: false dgn_trigs_by_type: 4: 1: 1 activated: true data: onetime: false text: tutorial2 travel_reminder exit: false }}}} >>>>>>>>>>>>>>>>>>>>>>