The z values are interesting - I'm not sure what to make of that. Obviously those are out of the world coordinate range. If it helps, the code for solidmoved is basically this:
// pSolidCollide is the CollisionProp of the entity that moved pSolidCollide->WorldSpaceSurroundingBounds( &vecWorldMins, &vecWorldMaxs ); // builds a list of trigger entities touching the box into m_TouchedEntities SpatialPartition()->EnumerateElementsInBox( PARTITION_ENGINE_TRIGGER_EDICTS, vecWorldMins, vecWorldMaxs, false, &touchEnumerator ); // call the game DLL's touch functions for ( int i = 0; i < m_TouchedEntities.Count(); ++i ) { serverGameEnts->MarkEntitiesAsTouching( m_TouchedEntities[i], m_pTriggerEntity ); } Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > [EMAIL PROTECTED] > Sent: Tuesday, April 18, 2006 9:08 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Physical Mayhem in progress - no crash! (yet) > > Inside engine->SolidMoved the engine.dll does a few callbacks > to the open source side to get collision properties and > origins. Then it loops around for a very long time, walking > some sort of closed-source linked-list. > > Is engine->SolidMoved supposed to be doing looping and > cpu-intensive things? Or is the fact that that's happening > bad unto itself? > > Anybody know of a good x86 asm manual? > > At 2006/04/18 08:51 PM, [EMAIL PROTECTED] wrote: > >I noticed that most of the objects in the world have z values like: > > z -880609.44 float > > z -861464.81 float > > z -1501742.9 float > > > >So I guess when the Physical Mayhem bug is happening and all > the items disappear, they aren't getting removed from the > game, they're just falling forever. > > > >Could it be the "player bodies falling out of the map" bug > might be an unusual symptom of the Physical Mayhem bug? > > > >At 2006/04/18 08:43 PM, [EMAIL PROTECTED] wrote: > >>So I happened to catch my server when the Physical Mayhem > bug was in progress but the server had not (yet) crashed. > >> > >>(See > >>http://forums.steampowered.com/forums/showthread.php?s=&thre > adid=24842 > >>5 for anyone unfamiliar with this bug.) > >> > >>Anything I can do to help debug this? As usual with the > Physical Mayhem bug, it's constantly using maximum cpu. If I > break in, it's almost always sitting in engine->SolidMoved in > this trace: > >> > >> engine.dll!0da8aab8() > >> engine.dll!0da8aea4() > >> engine.dll!0da8b063() > >> engine.dll!0da8b094() > >> engine.dll!0dabfeba() > >> engine.dll!0dac0460() > >> server.dll!CBaseEntity::SetSimulationTime(float > st=2.4733254e-012) Line 178 C++ > >> engine.dll!0dab5fa4() > >>> server.dll!CBaseEntity::PhysicsTouchTriggers(const > Vector * pPrevAbsOrigin=0x0012df3c) Line 2025 C++ > >> > server.dll!CBaseEntity::VPhysicsUpdate(IPhysicsObject * > pPhysics=0x05552ca0) Line 941 C++ > >> > server.dll!CPhysicsProp::VPhysicsUpdate(IPhysicsObject * > pPhysics=0x05552ca0) Line 2252 C++ > >> server.dll!PhysFrame(float deltaTime=0.015000000) > Line 1359 C++ > >> > server.dll!CPhysicsHook::FrameUpdatePostEntityThink() Line > 441 + 0x9 C++ > >> server.dll!InvokeMethod(void (void)* f=0x2242ac00) > Line 244 C++ > >> > server.dll!IGameSystem::FrameUpdatePostEntityThinkAllSystems() > Line 221 + 0xa C++ > >> server.dll!CServerGameDLL::GameFrame(bool > simulating=true) Line 920 C++ > >> engine.dll!0daa0691() > >> engine.dll!0da9b0e7() > >> engine.dll!0da9cc75() > >> engine.dll!0da03cd7() > >> engine.dll!0da04376() > >> engine.dll!0da0f025() > >> engine.dll!0da0f112() > >> user32.dll!77d496b8() > >> engine.dll!0da0f1af() > >> engine.dll!0daacefc() > >> engine.dll!0daac4ed() > >> dedicated.dll!1000c084() > >> dedicated.dll!1000c553() > >> materialsystem.dll!00cd0dae() > >> materialsystem.dll!00cd0f38() > >> materialsystem.dll!00cd0dae() > >> materialsystem.dll!00cd0f05() > >> materialsystem.dll!00cd7f64() > >> materialsystem.dll!00cd9502() > >> tier0.dll!0087299f() > >> materialsystem.dll!00cda349() > >> tier0.dll!008764b5() > >> tier0.dll!0087105a() > >> tier0.dll!008731d0() > >> tier0.dll!008738de() > >> datacache.dll!00e7daa2() > >> datacache.dll!00e7e08e() > >> datacache.dll!00e733ae() > >> datacache.dll!00e73e6b() > >> engine.dll!0db556b8() > >> engine.dll!0db552dc() > >> engine.dll!0d9adc0d() > >> dedicated.dll!10021d0b() > >> dedicated.dll!10022c00() > >> dedicated.dll!10022c00() > >> dedicated.dll!1000c7f7() > >> ntdll.dll!7c9106eb() > >> > >>_______________________________________________ > >>To unsubscribe, edit your list preferences, or view the > list archives, please visit: > >>http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the list > archives, please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders