Why do I receive Program received signal SIGABRT, Aborted?

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# 1  
Old 05-01-2012
Why do I receive Program received signal SIGABRT, Aborted?

Im using gdb and when a user disconnects from my server I receive a message
Program received signal SIGABRT, Aborted.
0x7ffe0304 in ?? ()
I was hoping someone here might have a explination for this message in gdb
# 2  
Old 05-02-2012
We need lots more information. I am assuming by 'my server' you mean your code, the part that acts as a server.

What OS do you have? Please show the output of:
uname -a

Is this a socket app? Is it threaded?
# 3  
Old 05-02-2012
CYGWIN_NT-5.1 a 1.7.9(0.237/5/3) 2011-03-29 10:10 i686 Cygwin

I wanna provide some information about this that might help. It seems to happen when a funtions recv function returns 0 to the while loop below. I might be wrong though but it just seems that way to me.
        while(keepsake != NULL)
            if(FD_ISSET(keepsake->newfd, &read_fds))
                if(keepsake->state == CHARACTER_LOGIN)      /* Character login    */
                else if(keepsake->state==CREATE_CHARACTER)  /* Character creation */
            keepsake = keepsake->next;

# 4  
Old 05-02-2012
We'll need to see a whole lot more than that... We can't see any of the code which defines any of that, so any of it could be crashing for any reason.

Try printing out the pointers with fprintf(stderr, "%p", pointer); to see if you're getting bad values creeping into your list.
# 5  
Old 05-02-2012
Also here is keepsake:
struct descr
    int newfd;             /* Player socket                             */
    char char_name[11];    /* Character's name                          */
    char char_pass[27];    /* Character's password                      */
    short int sex;         /* Character's sex                           */
    short int char_class;  /* Characters class                          */
    short int char_race;   /* Characters race                           */
    short int state;       /* Game state                                */
    short int create_state;/* Character creation state                  */
    struct descr *next;    /* Used to create a linked list              */
    struct descr *list;    /* Used to define the top of the linked list */
} keepsake;

---------- Post updated at 09:32 PM ---------- Previous update was at 09:25 PM ----------

Ok I tried printing the information. It prints alot because it loops alot before I can get to that part but also it seems to just be a problem with FD_ISSET when somone disconnects. have any ideas on that?
# 6  
Old 05-02-2012
Are you handling EOF? How do you do zero/clr your fds in your loop and at EOF?
# 7  
Old 05-02-2012
You know I don't ever FD_ZERO anything. But I do FD_CLR stuff. How should I FD_ZERO stuff?
FD_CLR is in the loop below:
        keepsake = descr_list;
        while(descr_list != NULL)
            r = descr_list->next;
            if(descr_list->state == SAY_GOODBY)
                FD_CLR(descr_list->newfd, &master);
            descr_list = r;
        descr_list = keepsake;

Also when there is only one user and it aborts, the command list displays:
486                                             create_character(keepsake);
487                             }
488                             keepsake = keepsake->next;
489                     }
490                     keepsake = descr_list;
491                     while(descr_list != NULL)
492                     {
493                             r = descr_list->next;
494                             if(descr_list->state == SAY_GOODBY)
495                             {

And when there are two users and it aborts, the command list displays:
475                             heart_pulse = 0;
476                     } /* END if (heart_pulse == 15000) */
477                     keepsake = descr_list;
478                     while(keepsake != NULL)
479                     {
480                             if(FD_ISSET(keepsake->newfd, &read_fds))
481                             {
482                                     if(keepsake->state == CHARACTER_LOGIN)      /* Character login    */
483                                             character_login(keepsake);
484                                     else if(keepsake->state==CREATE_CHARACTER)  /* Character creation */

Both of the bottom code are kind of the two loops I posted. You could pretty much copy the main and run it if you comment out a few lines that it is dependent on.

---------- Post updated at 10:43 PM ---------- Previous update was at 10:26 PM ----------

Alright I wanna add that I do FD_ZERO like this before my infinity loop:
    FD_ZERO(&master);    // clear the master and temp sets

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