cd "/media/Environ/Compile/rocksndiamonds-4.1.4.1" && /usr/bin/gdb -- "./rocksndiamonds"
GNU gdb (Debian 8.2.1-2+b3) 8.2.1
Copyright (C) 2018 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
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Reading symbols from ./rocksndiamonds...done.
(gdb) r
Starting program: /media/Environ/Compile/rocksndiamonds-4.1.4.1/rocksndiamonds 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe397c700 (LWP 14819)]
[New Thread 0x7fffe393b700 (LWP 14820)]
[New Thread 0x7fffe1a9e700 (LWP 14822)]
	double free or corruption (fasttop)

Thread 1 "rocksndiamonds" received signal SIGABRT, Aborted.
__GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
50	../sysdeps/unix/sysv/linux/raise.c: No such file or directory.
(gdb) bt
#0  __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
#1  0x00007ffff78a3535 in __GI_abort () at abort.c:79
#2  0x00007ffff78fa508 in __libc_message (action=action@entry=do_abort, fmt=fmt@entry=0x7ffff7a0528d "%s\n") at ../sysdeps/posix/libc_fatal.c:181
#3  0x00007ffff7900c1a in malloc_printerr (str=str@entry=0x7ffff7a06fb0 "double free or corruption (fasttop)") at malloc.c:5341
#4  0x00007ffff79025d7 in _int_free (av=0x7ffff7a3cc40 <main_arena>, p=0x55555b6ff2e0, have_lock=<optimized out>) at malloc.c:4258
#5  0x0000555555713b28 in checked_free (ptr=0x55555b6ff2f0) at misc.c:1275
#6  0x0000555555712b25 in setString (old_value=0x55555860c330 <tape+16>, new_value=0x55555c7786d0 "rnd_jonathan_alligood") at misc.c:844
#7  0x00005555556eca43 in TapeErase () at tape.c:530
#8  0x00005555556ecbff in TapeStartRecording (random_seed=1582204130) at tape.c:584
#9  0x00005555556a7c7b in StartGameActions (init_network_game=0, record_tape=1, random_seed=0) at game.c:11322
#10 0x00005555556648c0 in HandleMainMenu (mx=0, my=0, dx=0, dy=0, button=0) at screens.c:2134
#11 0x000055555564a6a5 in HandleKey (key=13, key_status=1) at events.c:2304
#12 0x0000555555648c63 in HandleKeyEvent (event=0x7fffffffd9c0) at events.c:1462
#13 0x0000555555646b84 in HandleEvents () at events.c:249
#14 0x0000555555646d67 in EventLoop () at events.c:348
#15 0x000055555563a1ca in main (argc=1, argv=0x7fffffffdb18) at main.c:7762
(gdb) # was after hitting escape in a level
(gdb) r
The program being debugged has been started already.
Start it from the beginning? (y or n) y
Starting program: /media/Environ/Compile/rocksndiamonds-4.1.4.1/rocksndiamonds 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe397c700 (LWP 15828)]
[New Thread 0x7fffe393b700 (LWP 15829)]
[New Thread 0x7fffe1a9e700 (LWP 15830)]
free(): double free detected in tcache 2

Thread 1 "rocksndiamonds" received signal SIGABRT, Aborted.
__GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
50	../sysdeps/unix/sysv/linux/raise.c: No such file or directory.
(gdb) bt
#0  __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
#1  0x00007ffff78a3535 in __GI_abort () at abort.c:79
#2  0x00007ffff78fa508 in __libc_message (action=action@entry=do_abort, fmt=fmt@entry=0x7ffff7a0528d "%s\n") at ../sysdeps/posix/libc_fatal.c:181
#3  0x00007ffff7900c1a in malloc_printerr (str=str@entry=0x7ffff7a06f58 "free(): double free detected in tcache 2") at malloc.c:5341
#4  0x00007ffff79026fd in _int_free (av=0x7ffff7a3cc40 <main_arena>, p=0x555559a32f10, have_lock=<optimized out>) at malloc.c:4193
#5  0x0000555555713b28 in checked_free (ptr=0x555559a32f20) at misc.c:1275
#6  0x0000555555708809 in setLevelArtworkDir (ti=0x555558bfe150) at setup.c:398
#7  0x0000555555645972 in CheckArtworkTypeForRedefinedCustomElements (type=0) at init.c:5758
#8  0x0000555555645a38 in InitOverrideArtwork () at init.c:5812
#9  0x0000555555645d9e in ReloadCustomArtwork (force_reload=0) at init.c:5925
#10 0x00005555556628b0 in DrawMainMenu () at screens.c:1596
#11 0x00005555556876a9 in GameEnd () at game.c:4758
#12 0x000055555564a447 in HandleKey (key=32, key_status=1) at events.c:2225
#13 0x0000555555648c63 in HandleKeyEvent (event=0x7fffffffd9c0) at events.c:1462
#14 0x0000555555646b84 in HandleEvents () at events.c:249
#15 0x0000555555646d67 in EventLoop () at events.c:348
#16 0x000055555563a1ca in main (argc=1, argv=0x7fffffffdb18) at main.c:7762
(gdb) # above was while playing a level, character may have just died?
(gdb) r
The program being debugged has been started already.
Start it from the beginning? (y or n) y
Starting program: /media/Environ/Compile/rocksndiamonds-4.1.4.1/rocksndiamonds 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe397c700 (LWP 16495)]
[New Thread 0x7fffe393b700 (LWP 16497)]
[New Thread 0x7fffe1a9e700 (LWP 16498)]
rocksndiamonds: frame delay == 60 ms (max. 16 fps / 33 %)
rocksndiamonds: frame delay == 15 ms (max. 66 fps / 133 %)
rocksndiamonds: frame delay == 20 ms (max. 50 fps / 100 %)
rocksndiamonds: debug mode enabled
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status at level initialization:
- player 1: present == 0, connected == 0 [0/0], active == 0 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
- player element 80 activated (local player is 80 and currently active)
Player status after level initialization:
- player 1: present == 1, connected == 0 [0/0], active == 1
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0 (local player)
Reassigning players ...
- looking for field player for player 4 ...
- found player 1
- map_player_action[1] == 4
Player status after player assignment (first stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status after player assignment (final stage):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
Player status (final):
- player 1: present == 1, connected == 0 [0/0], active == 1 (local player)
- player 2: present == 0, connected == 0 [0/0], active == 0
- player 3: present == 0, connected == 0 [0/0], active == 0
- player 4: present == 0, connected == 1 [1/0], active == 0
free(): double free detected in tcache 2

Thread 1 "rocksndiamonds" received signal SIGABRT, Aborted.
__GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
50	../sysdeps/unix/sysv/linux/raise.c: No such file or directory.
(gdb) bt
#0  __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50
#1  0x00007ffff78a3535 in __GI_abort () at abort.c:79
#2  0x00007ffff78fa508 in __libc_message (action=action@entry=do_abort, fmt=fmt@entry=0x7ffff7a0528d "%s\n") at ../sysdeps/posix/libc_fatal.c:181
#3  0x00007ffff7900c1a in malloc_printerr (str=str@entry=0x7ffff7a06f58 "free(): double free detected in tcache 2") at malloc.c:5341
#4  0x00007ffff79026fd in _int_free (av=0x7ffff7a3cc40 <main_arena>, p=0x55555c950910, have_lock=<optimized out>) at malloc.c:4193
#5  0x0000555555713b28 in checked_free (ptr=0x55555c950920) at misc.c:1275
#6  0x0000555555712b25 in setString (old_value=0x55555860c330 <tape+16>, new_value=0x55555c779ca0 "rnd_jonathan_alligood") at misc.c:844
#7  0x00005555556eca43 in TapeErase () at tape.c:530
#8  0x000055555568771f in GameEnd () at game.c:4775
#9  0x000055555568761d in GameWon () at game.c:4722
#10 0x00005555556a7dbd in GameActionsExt () at game.c:11371
#11 0x00005555556a8485 in GameActions () at game.c:11625
#12 0x000055555567c8b9 in HandleGameActions () at screens.c:8369
#13 0x0000555555646d83 in EventLoop () at events.c:359
#14 0x000055555563a1ca in main (argc=1, argv=0x7fffffffdb18) at main.c:7762
(gdb) # above was after tapping enter to confirm save overwrite at end of level
(gdb) # looking at screenshot, the boarders are all black instead of showing information
(gdb) r
The program being debugged has been started already.
Start it from the beginning? (y or n) y
Starting program: /media/Environ/Compile/rocksndiamonds-4.1.4.1/rocksndiamonds 
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7fffe397c700 (LWP 19081)]
[New Thread 0x7fffe393b700 (LWP 19082)]
[New Thread 0x7fffe1a9e700 (LWP 19083)]
[Thread 0x7fffe393b700 (LWP 19082) exited]
[Thread 0x7fffe397c700 (LWP 19081) exited]
[Thread 0x7fffe1a9e700 (LWP 19083) exited]
[Inferior 1 (process 19077) exited normally]
(gdb) # going back it seams that the tape was saved, the level completion status changed, but not the hall of fame
(gdb) q
