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call_out can enter an inifinite loop #1
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I believe I actually witnessed one of this kind of bug happen in one of the mud. CPU basically runs 100% , yet the game is still largely running, until some file got updated and the call out chain is broken. call_out is also executed after the current(or at the end of ) heart_beat loop, right? So the eva_cost is probably not that useful to limit it. |
I drafted up a working patch for this a few weeks ago; I just need to get around to tidying up the code. |
I'm moving this issue ticket over to fluffos/fluffos (fluffos/fluffos#16) |
void evil()
{
call_out("evil", 0);
}
The above causes an infinite loop because each call_out apply to "evil" gets a new eval_cost budget.
Propose fixing by limiting eval_cost for new immediate call_outs added while processing call_outs.
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