I had several crashes as reported above and run a own built client in gdb.
http://www.hydlaa.com/flyspray_upgrade/index.php?do=details&task_id=1881That was very late at night, and my first conclusion was obviously wrong. "newSectors" was set, but the object it is pointing too might have been trashed due to some memory error. I try to investigate a bit and reproduce. But as my machine is not the fastest, running the client in a memory debugging tool (I use valgrind for that) is rather painful, as valgrind executes the code in a virtual machine and slows things down to a point of unplayability.
Here is what you can do to get more detailed information on a crash in a gnu/linux environment:
Build your own client with full debugging support.
http://planeshift.svn.sourceforge.net/viewvc/*checkout*/planeshift/trunk/docs/compiling.html
Add "--enable-debug" to the parameters of the ./configure invokations in cs, cel and planeshift. and do
> export CFLAGS="-O0 -ggdb -Wall -fno-inline -pipe"
before. This will add as much debugging infos as possible and will prevent the compiler to do any code inlining and other optimizations which can make the backtraces hard to read. The back draw is that the client will be a bit slower, but to a point where it is still very good playable (thanks to the art and code optimizations done for this build).
To launch the client then type
> gdb ./psclient
> run
This will run your client inside a debugger, but there will be no effect in speed it all as the code is executed natively. If the client then crashes, it will just stop. Then you can type "bt". This should lead to a detailed output what function calls lead to the position of the crash.
Testing on your own client is a good idea, but Laanx might cause crashes in your client, because other players do things you would never have thought off like wearing a torch, dropping some unusual items e.t.c.
I have no good idea so far what causes this and no idea how to avoid it, working on it.