Crash caused by signal #11: Segmentation fault Version: Dungeon Crawl Stone Soup 0.34-a0-1441-gdb8df50bbb Platform: unix Bits: 64 Game mode: tutorial Tiles: online Seed: 9575860494637371360, deterministic pregen: 1 Command line: /usr/games/crawl-git-db8df50bbb -name barlon -rc /dgldir/rcfiles/crawl-git/barlon.rc -macro /dgldir/rcfiles/crawl-git/barlon.macro -morgue /dgldir/morgue/barlon/ -tutorial -webtiles-socket /crawl-master/webserver/sockets/barlon:2025-11-27.00:55:40.sock -await-connection RC options: restart_after_game = false Crash caused by signal #11: Segmentation fault Obtained 13 stack frames. /usr/games/crawl-git-db8df50bbb(_Z17write_stack_traceP8_IO_FILE+0x3e) [0x5afb4202210e]: write_stack_trace(_IO_FILE*) /usr/games/crawl-git-db8df50bbb(_Z13do_crash_dumpv+0x43a) [0x5afb420302ea]: do_crash_dump() /usr/games/crawl-git-db8df50bbb(_Z20crash_signal_handleri+0x1fa) [0x5afb420225ea]: crash_signal_handler(int) /lib/x86_64-linux-gnu/libc.so.6(+0x45330) [0x7e80dfbfc330]: /lib/x86_64-linux-gnu/libc.so.6(isspace+0x12) [0x7e80dfbf26a2]: /usr/games/crawl-git-db8df50bbb(_Z18prompt_invent_itemPKc9menu_typei15operation_types13enum_bitfieldI14invprompt_flagLin1EEcS0_Pi+0x1d8) [0x5afb42238328]: prompt_invent_item(char const*, menu_type, int, operation_types, enum_bitfield, char, char const*, int*) /usr/games/crawl-git-db8df50bbb(_Z19fire_item_no_quiverP4dist+0x23f) [0x5afb426d590f]: fire_item_no_quiver(dist*) /usr/games/crawl-git-db8df50bbb(+0xc9291b) [0x5afb427d291b]: /usr/games/crawl-git-db8df50bbb(+0xc934a5) [0x5afb427d34a5]: /usr/games/crawl-git-db8df50bbb(main+0x1f7) [0x5afb41f56337]: /lib/x86_64-linux-gnu/libc.so.6(+0x2a1ca) [0x7e80dfbe11ca]: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x8b) [0x7e80dfbe128b]: /usr/games/crawl-git-db8df50bbb(_start+0x25) [0x5afb41f56e25]: 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". 0x00007e80dfcc77a7 in __GI___wait4 (pid=1998800, stat_loc=0x0, options=0, usage=0x0) at ../sysdeps/unix/sysv/linux/wait4.c:30 #0 0x00007e80dfcc77a7 in __GI___wait4 (pid=1998800, stat_loc=0x0, options=0, usage=0x0) at ../sysdeps/unix/sysv/linux/wait4.c:30 sc_ret = -512 sc_ret = #1 0x00005afb420227bc in call_gdb (file=0x7e80dfdbb4e0 <_IO_2_1_stderr_>) at crash.cc:438 gdb = attach_cmd = "attach 1995923\000\000\000\000\000" #2 0x00005afb42030308 in do_crash_dump () at dbg-asrt.cc:673 t = 1764204972 dir = "/dgldir/morgue/barlon/" name = "/dgldir/morgue/barlon/crash-barlon-20251127-005612.txt", '\000' signal_info = "Crash caused by signal #11: Segmentation fault" cause_msg = "Crash caused by signal #11: Segmentation fault" file = 0x7e80dfdbb4e0 <_IO_2_1_stderr_> #3 0x00005afb420225ea in crash_signal_handler (sig_num=11) at crash.cc:198 No locals. #4 No locals. #5 0x00007e80dfbf26a2 in isspace (c=-9992) at ./ctype/ctype.c:34 Compilation info: <<<<<<<<<<< Compiled with GCC 13.3.0 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-db8df50bbb/saves" -DSHARED_DIR_PATH="/crawl-master/crawl-git/saves" -DDATA_DIR_PATH="/crawl-master/crawl-git-db8df50bbb/data/" -DWEB_DIR_PATH="/crawl-master/crawl-git-db8df50bbb/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) You open the door. You encounter a training dummy. It is wielding a +0 whip. 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 thump the training dummy! The training dummy is severely damaged. The training dummy misses you. You hit the training dummy. You destroy the training dummy! You have reached level 2! Well done! Reaching a new experience level is always a nice event. You get more health and magic points, and occasionally increases to your attributes: strength, intelligence, and dexterity. To attack a monster with your bare hands or wielded weapon, simply walk into it. There is an open door here. You see here a +0 whip. You unwield your +0 quarterstaff. c - a +0 whip (weapon) HP restored. 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. You encounter a rat. There is an open door here. The rat squeaks loudly. The rat bites you. You hit the rat. You kill the rat! You see here a rat corpse. You open the door. You encounter 3 rats. The rat squeaks loudly. 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. 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 twitches its whiskers. There is an open door here. Unknown command. You closely miss the rat. The rat bites you. You hit the rat. You kill the rat! You barely miss the rat. The rat bites you. You hit the rat but do no damage. The rat barely misses you. You hit the rat. The rat is severely wounded. The rat barely misses you. You hit the rat. You kill the rat! There is an open door here. You see here a rat corpse. The rat squeaks loudly. You hit the rat. You kill the rat! 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. You encounter a wyvern and a jackal. The jackal barks! The wyvern hisses angrily. You unwield your +0 whip. Press: ? - help, v - describe, . - travel Here: a wyvern (fire blocked by an iron grate) The floor. There are monsters nearby! Press: ? - help, v - describe, . - travel Here: a jackal (fire blocked by an iron grate) The floor. There are monsters nearby! Found a stone staircase leading down. You open the door. The jackal bites you. You hit the jackal. You punch the jackal. The jackal is almost dead. The jackal bites you. You closely miss the jackal. The jackal is almost dead. The jackal barely misses you. You hit the jackal. You kill the jackal! There is an open door here. You see here a jackal corpse. You open the door. There is an open door here. A wyvern comes into view. 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. 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. Okay, then. Now, for ranged combat! Pick up these boomerangs with [,] or [g] and continue. You see here 10 boomerangs. d - 10 boomerangs Okay, then. 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]. Throw: 10 boomerangs Press: ? - help, Q - select action Shift-Dir - straight line Aim: a training dummy, quivering stones (98% to hit) You throw a boomerang. The boomerang hits the training dummy. You destroy the training dummy! Sorry, I don't know how to get there. You enter the shallow water. Moving in this stuff is going to be slow. Remember, you can rest up with [5]. Remember that you can autoexplore using [o]. Found a shortbow. Pick up this shortbow and wield it with [e]. You see here a +0 shortbow. e - a +0 shortbow Okay, then. Firing arrows from your wielded shortbow works a bit differently from throwing boomerangs. Use [v]. You can change the targeted monster by pressing [+] while in target mode. The worm is harmless behind the lava, so concentrate on the dummy which can fire at you. Again, confirm your choice with [f] or [Enter]. You encounter a worm. Throw: 10 boomerangs Press: ? - help, Q - select action Shift-Dir - straight line Aim: worm (black smoke, 76% to hit) You throw a boomerang. The boomerang hits worm. Worm is moderately wounded. Throw: 10 boomerangs Press: ? - help, Q - select action Shift-Dir - straight line Aim: worm (lightly wounded, 76% to hit) You throw a boomerang. The boomerang barely misses worm. The training dummy throws a stone. The stone hits you. The training dummy throws a stone. The stone hits you. Throw: 10 boomerangs Press: ? - help, Q - select action Shift-Dir - straight line Aim: a training dummy, quivering stones (98% to hit) You throw a boomerang. The boomerang hits the training dummy. You destroy the training dummy! Throw: 10 boomerangs Press: ? - help, Q - select action Shift-Dir - straight line Aim: worm (76% to hit) You throw a boomerang. The boomerang hits worm. Worm is moderately wounded. Throw: 10 boomerangs Press: ? - help, Q - select action Shift-Dir - straight line Aim: worm (black smoke, lightly wounded, 76% to hit) You throw a boomerang. The boomerang hits worm. Worm is moderately wounded. Worm comes into view. Throw: 10 boomerangs Press: ? - help, Q - select action Shift-Dir - straight line Aim: worm (black smoke, 76% to hit) You throw a boomerang. The boomerang hits worm. Worm is lightly wounded. Throw: 10 boomerangs Press: ? - help, Q - select action Shift-Dir - straight line Aim: worm (76% to hit) You throw a boomerang. The boomerang hits worm. Worm is moderately wounded. Throw: 10 boomerangs Press: ? - help, Q - select action Shift-Dir - straight line Aim: worm (moderately wounded, 76% to hit) You throw a boomerang. The boomerang barely misses worm. Remember, you can rest up with [5]. Find the exit! Remember that you can autoexplore using [o]. You encounter a rat. The rat squeaks loudly. You encounter a rat. Throw: 10 boomerangs Press: ? - help, Q - select action Shift-Dir - straight line Aim: a rat (thin mist, 54% to hit) You throw a boomerang. The boomerang hits the rat. The rat is moderately wounded. Throw: 10 boomerangs Press: ? - help, Q - select action Shift-Dir - straight line Aim: a rat (thin mist, moderately wounded, 54% to hit) You throw a boomerang. The boomerang hits the rat. You kill the rat! You have reached level 3! Your experience leads to an increase in your attributes! Increase (S)trength, (I)ntelligence, or (D)exterity? Uppercase letters only, please. Uppercase letters only, please. Uppercase letters only, please. Uppercase letters only, please. Uppercase letters only, please. Uppercase letters only, please. Uppercase letters only, please. You have reached level 3! Your experience leads to an increase in your attributes! Increase (S)trength, (I)ntelligence, or (D)exterity? Uppercase letters only, please. You feel agile. x2 Throw: 10 boomerangs Press: ? - help, Shift-Dir - straight line Aim: a rat (thin mist, 56% to hit) You throw a boomerang. The boomerang hits the rat. You kill the rat! You see here a rat corpse. You see here a rat corpse. You encounter a rat. The rat squeaks loudly. You hear a loud squeak. 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: 0.34-a0-1441-gdb8df50bbb 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: [barlon] Species: Human Job: Fighter HP: 29/29; mods: 0/0 MP: 5/5; mod: 2 Stats: 16 8 14 Position: (28, 26), god: No God (0), turn_is_over: 0, banished: 0 Standing on/in/over feature: floor Skills (mode: auto) Name | can_currently_train | train | training | level | points | progress Fighting | X | 1 | 37 | 3 | 413 | 113/200 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 | 0 | 0 | 0 | 0/50 Polearms | X | 1 | 0 | 0 | 0 | 0/50 Staves | X | 1 | 6 | 0 | 12 | 12/50 Ranged Weapons | X | 1 | 0 | 0 | 0 | 0/50 Throwing | X | 1 | 12 | 0 | 1 | 1/50 Armour | X | 1 | 33 | 3 | 387 | 87/200 Dodging | X | 1 | 1 | 0 | 0 | 0/50 Stealth | X | 1 | 0 | 0 | 0 | 0/42 Shields | X | 1 | 0 | 0 | 0 | 0/50 Unarmed Combat | X | 1 | 11 | 2 | 173 | 23/150 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 #3, inv slot #0: +0 robe }}}}}}}}}}} Webtiles message buffer: Webtiles JSON stack: Screenshot: #### ###..#### . ###.......#.# .# ##........#.# .## ##....#......#.... #.§§§.....## ..... ###§§§......#..r..# #..§§§..♣♣.@......# ##....♣♣♣.......... ###...♣♣.....§§..## #...........§§§.... ##...#.......§..### ###### #............#### #..... ###.....###### #..<.. ###.### #..... ##..####### ###### 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: 3 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: 3 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 }}}} >>>>>>>>>>>>>>>>>>>>>>