[DGD] status() O_CALLOUTS overflow

Dread Quixadhal quixadhal at gmail.com
Tue Sep 11 15:18:01 CEST 2018


You could always make a fork of DGD that has no fixed sized data structures, and simply allocates more memory as needed, with the caveat that performance will get worse as various lookups into them start taking longer and longer. 😊

Given that most people have 64-bit machines (and operating systems) now, if someone really wants to make an LPC array with 20 trillion elements, and they somehow have the RAM and swap space needed… have at you!  Just don’t expect it to be very fast when you try to add to it.

Sent from Mail for Windows 10

From: Raymond Jennings
Sent: Tuesday, September 11, 2018 5:25 AM
To: All about Dworkin's Game Driver
Subject: Re: [DGD] status() O_CALLOUTS overflow

This just caused a nasty runtime error in the kernel library :P
On Tue, Sep 11, 2018 at 3:10 AM <bart at wotf.org> wrote:
>
> in data.cpp, in d_list_callouts:
>
>     if (count > conf_array_size()) {
>         return (Array *) NULL;
>     }
>
> So, the code says yes, and that doesn't look like an accident :-)
>
> Bart.
>
> On Tue, 11 Sep 2018 00:38:30 -0700, Raymond Jennings wrote
> > Just curious, is DGD supposed to return nil for O_CALLOUTS if the
> > number of callouts in an object exceeds the maximum array size?
> > ____________________________________________
> > https://mail.dworkin.nl/mailman/listinfo/dgd
>
>
> --
> https://www.bartsplace.net/
> https://wotf.org/
> https://www.flickr.com/photos/mrobjective/
>
> ____________________________________________
> https://mail.dworkin.nl/mailman/listinfo/dgd
____________________________________________
https://mail.dworkin.nl/mailman/listinfo/dgd




More information about the DGD mailing list