Mark W. wrote: > I've just checked in some changes which I believe fix this. > At least the previous crashes (which I was able to reproduce) > no longer happen. Well, the server doesn't crash, but about 20 seconds after I log on with a player, my connection is killed. This happens *always*, so I actually wonder how Mark could "overlook" it? =) (Of course this happened with the server from latest CVS). The problem happens on the "/HallOfSelection" map. When a player logs on to the server, a player object is created on that map, for some weird reason (I suspect this is a kinda copy of my own player). I can even see that "ghost player" standing on the pentagram while typing in my user password! (I am NOT creating a new character, and I play local - alone!). Well, the game works fine but only till the moment where it tries to save (and swap out) the HallOfSelection. In that second, the server realizes that some mess is going on and kills all objects that he doesn't like. My real player-object gets removed in this proccess, thus brutely killing my connection. Here is my server log: [...] LOGIN: Player named red_blaze from ip 127.0.0.1 Saving map /HallOfSelection Player on map that is being saved Player on map that is being saved Object squizez another object: arch warrior name red_blaze race human slaying demon face warrior.151 animation warrior [... <whole attribute-list of player struct "red_blaze" follows> ...] end arch flagstone name flagstone face flagstone.111 x 14 y 22 no_pick 1 is_floor 1 end free_all_objects: Link error, bailing out. make_path_tofile /usr/games/crossfire/var/crossfire/players/(null)/(null).pl...Was not dir... LOGOUT: Player named (null) from ip 127.0.0.1 /* <-- "logout"? ha ha =) */ Trying to free freed object. arch warrior face warrior.151 animation warrior is_animated 0 Str 23 [... <Attribute-list of arch "warrior" follows> ...] end Waiting for connections... /* <-- note that the server did not die! */