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=&threadid=248425 
>>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()
>>
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