ID:1613098
 
Resolved
bounds() crashed with null locations.
BYOND Version:506
Operating System:Windows 7 Pro 64-bit
Web Browser:Chrome 35.0.1916.153
Applies to:Dream Daemon
Status: Resolved (507.1248)

This issue has been resolved.
Descriptive Problem Summary:
bounds/obounds crash the game when Ref's location is null

Numbered Steps to Reproduce Problem:
1. Set obj loc to null
2. Call obounds with the obj

Code Snippet (if applicable) to Reproduce Problem:
mob/verb/crashme()
loc = null
bounds()

Just a note, for this to crash there needs to be a map not just code, any map will do even empty 10x10x1.

Expected Results:
bounds to return an empty list or null

Actual Results:
Game crashes

Does the problem occur:
Every time? Or how often? Always
In other games? Yes
In other user accounts? Yes
On other computers? Yes

When does the problem NOT occur?
Always occurs

Did the problem NOT occur in any earlier versions? If so, what was the last version that worked?
BYOND version 506.1244 or lower, it starts at 506.1245
There's this change on the release notes, it might be related
"Movable atoms with step offsets or bounds causing them to overlap other tiles could cause crashes after being moved into another movable atom."

Workarounds:
Don't call bounds/obounds when you have no location.
Thanks for posting this, it helped me find my mysterious crashing. And I'm hoping this'll be fixed soon, if it weren't for this post, I would've had no idea why my game was crashing.
Does this cause a proc crash, or a crash of the runtime itself?
The game/server/dreamseeker crashes, it doesn't just end the process and moves on.
Hazordhu is currently unplayable due to this bug. I (or anyone, it's open source) could go over all the uses of bounds()/obounds() and check for null location (which makes sense anyway). Or this could just be fixed.
We'll try to get a fix out for the next release. We always prioritize items that actually crash the programs.
Lummox JR resolved issue with message:
bounds() crashed with null locations.