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() >> >>_______________________________________________ >>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

