Short: EotL: set_prompt() causes check-refcounts to fail Date: Mon, 27 Mar 2000 17:27:22 -0600 From: Casey Zacek <cz@800hosting.com> Type: Bug State: Abandoned - not reproducible. I'm starting to think so too... the crash I sent you was caused by using: set_prompt("> "); And then the next backend refcount check would crash. With a refcount off by one from what it "should be" in the this_player() body. Actually any string or closure, but not int, would cause it. We have saved prompt format strings like %c[hyellow]%M[*]%c[hred]%N[*]%c[hgreen]%f[*]%c[norm]%c[hcyan]%i[*]%c[norm]%c[green]%T[%T]%c[hcyan]:%c[hblue]%P>%c[norm] which put all kinds of nice information in our prompts using closures. Anyway, I wasn't thinking about how it was automatically setting my prompt when I entered the game to that closure. It was only *after* my prompt was already a closure that using set_prompt(string|closure) crashed because of refcounts. I used the simplest "prompt string" I could think of that we have ("%n>" == newline then '> ') (and yes, it generates a closure even for that, sigh), then I tried set_prompt("> ") and it crashed with: 2000.03.29 14:09:33 Bad ref count in object secure/wizard/body#1, 31 - 30 on the next refcount check. I was doing this on a test mud where I was the only participant and there were very few objects loaded. Analysis: Not reproducible using the test_master.c.