crash if spear hits an unknown node #1778
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1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
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1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
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4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
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Reference: your-land/bugtracker#1778
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Delete Branch "%!s(<nil>)"
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This is on a local test server, there shouldn't be any unknown nodes on the live server, but technically still a bug:
We can't rule out the existence of unknown nodes, this could very well lead to a server crash on the main.
Maybe its time we threw out old missiles and made us new ones. No pun intended.
your-land/administration#132
Line 119 and following are a horribly long expression
I changed it to
as an immediate fix. "Real" solution must come from administration 132
Fixed in
7333c8e03a
There's an awful lot more crazy code in there.