rm4/
rm4/boards/
rm4/clans/
rm4/councils/
rm4/deity/
rm4/gods/
rm4/guilds/
rm4/player/a/
rm4/src/utils/
rm4/watch/
rm4/web/public_html/
SMAUG Release 1.4
Tuesday 24 Feburary 1998

Thoric  thoric@realms.game.org


While Furey's 'hacker.txt' is an excellent document on programming in
general, I thought I'd toss in a little something directed more towards
MUD programming.


=== 'Segmentation fault'

The two most feared words for the mud coder to see on his screen.
Once you start coding, you're going to become very familiar with these
words, (unless you're programming under a Windows environment).

Because most muds involve huge amounts of data (relative to code size),
endless pointers and complex structures, it can be extremely easy to
inadvertently corrupt the data, leading to unexpected happenings and
crashes.

Consider finding a bug that consistantly causes an immediate crash a
blessing.  This usually means that it will be quite easy to track down what
is causing the problem through debugging the core dump.

Learn how to use your debugger.  It can be your best friend in times of
need.



=== Weird Happenings

Memory corruption can be very subtle, and may cause a crash at a much later
time, or may not even cause a crash at all.
Either way, memory corruption can be very hard to track down without use of
an advanced memory debugging tool (Purify, Insure).

The most common memory corruption comes from using an uninitialized pointer.
The uninitialized pointer could have any value, and almost always seems to
point to a valid memory location within your program.  By writing to a
random memory location, you will most likely be corrupting pointers in
a structure somewhere, that will trigger a crash at a later date.

This most commonly seems to end up being the pointer to an exit in some
room somewhere, which doesn't trigger a crash until a mobile or player
walks into the room.  (The reason for this is that rooms generally make up
the bulk of the memory used by a mud.)

Sometimes analyzing the corrupted data can give a clue to what code did
the corrupting.  For example, if you find that a bad pointer has a value
of 0x1, then it could be likely that a piece of code somewhere is
incrementing a value in a structure pointed to by a bad pointer.



=== Easy Mistakes

A lot of time, frustration and aggravation can be saved by making sure your
code is correct in the first place so you won't be haunted by it later on.
Rushing to complete a new feature could introduce a plethora of new bugs.

Here are some simple rules to help you maintain your sanity:

1) Always make sure that your variables are initialized before using them.
It is good practice to initialize variables with default values where they
are declared.  Make sure that new structures are properly initialized as
well.

2) Make sure not to intermix hashed strings with non-hashed strings!
The macros STRALLOC, QUICKLINK, QUICKMATCH, STRFREE and the function
fread_string() are for use with hash strings only.
Use strdup(), DISPOSE and fread_string_nohash() for strings that you do not
want to hash.

3) Do not dereference a pointer if there is a possibility that it may be NULL.
Many crashes are caused by a function accessing ch->pcdata when dealing with
a mobile.  Keep in mind the possibility that a mobile may be using that
command, skill or spell.

4) Keep your code neat, readable and consistent.  Keep your indentations and
braces lined up so that your can easily follow the logic flow.



If all else fails, it's time to ask for help.  The SMAUG mailing list is
full of intelligent helpful people that can do their best to help you out
with a sticky bug.



-Thoric