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Personalized animation crashes Moe #8

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tmtfx opened this issue Aug 3, 2023 · 2 comments · Fixed by #10
Closed

Personalized animation crashes Moe #8

tmtfx opened this issue Aug 3, 2023 · 2 comments · Fixed by #10

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@tmtfx
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tmtfx commented Aug 3, 2023

Taking a gif on the net, splitting it into its frames with gifsicle (gifsicle -e filename) (btw 3rd and 5th frames were not readable by the translation I had to convert them to pngs), then using Moe to generate animation (Moe --add-anime=anime --wait=100 files[0..23]) creates the attribute placed on the first file of the sequence.
But if I use it with Moe, the first frame appears then Moe crashes after 1 second.

@tmtfx
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tmtfx commented Aug 3, 2023

@lonemadmax
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Workaround: Use --add-anime=wink, as written in the docs, not --add-anime=anime.

Maybe there were plans to have different types of animations, but that seems the only working one now. I haven't gone deep in the code to know when each event happens, but MoeMascotManager sets up winking when there are any MOE:ANIME attributes and MoeMascot::Wink gets a list of bitmaps whose name start with WINK and chooses one of them without checking if there are any. When there are not, it plays a NULL one and crashes.

lonemadmax added a commit to lonemadmax/Moe that referenced this issue Aug 6, 2023
There's no point in filtering by WINK name, given that the command
allows adding animations with any name and there is no other type now.

Also protect agains the possibility of `MoeUtils::Rand(int32 max)`
returning `max`.

Fixes HaikuArchives#8
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