What changed in the Source engine since the 25th that a coredump occurs
on my plugin ?
Full trace:
#0 0x00e7a350 in ConCommandBase::FindCommand () from bin/vstdlib_i486.so
#1 0x02110491 in CCvar::FindVar () from bin/engine_i686.so
#2 0x021da8e1 in SV_ActivateServer () from bin/engine_i686.so
#3 0x021646cb in Host_NewGame () from bin/engine_i686.so
#4 0x0216d4f5 in CHostState::State_NewGame () from bin/engine_i686.so
#5 0x0216d949 in CHostState::FrameUpdate () from bin/engine_i686.so
#6 0x0216d9e7 in HostState_Frame () from bin/engine_i686.so
#7 0x021f9834 in CEngine::Frame () from bin/engine_i686.so
#8 0x021f74ce in CDedicatedServerAPI::RunFrame () from bin/engine_i686.so
#9 0x00146ffd in RunServer () from bin/dedicated_i686.so
#10 0x021f6eae in CModAppSystemGroup::Main () from bin/engine_i686.so
#11 0x022f9a73 in CAppSystemGroup::Run () from bin/engine_i686.so
#12 0x021f80bf in CDedicatedServerAPI::ModInit () from bin/engine_i686.so
#13 0x0014724a in CDedicatedAppSystemGroup::Main () from
bin/dedicated_i686.so
#14 0x00174d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so
#15 0x00174d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so
#16 0x0014760f in main () from bin/dedicated_i686.so
#17 0x0804909e in main ()
Console:
L 05/31/2006 - 21:03:24: Started map "de_dust" (CRC "-1541057188")
couldn't exec skill2.cfg
Executing dedicated server config file
Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found!
L 05/31/2006 - 21:03:25: [TEST] Start of map, 32 players
Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
./srcds_run: line 426: 24429 Segmentation fault (core dumped) $HL_CMD
Add "-debug" to the ./srcds_run command line to generate a debug.log to
help with solving this problem
I tried it with disabling every command and convar in my code, still the
same result.
I thought of updating the build sources to current and the SDK files to
current.
Game is also up-to-date
Alfred Reynolds wrote:
The Source engine is NOT thread safe. You will need to access the engine
interface from the main thread and then use some safe dispatch mechanism
to get them to your other threads.
- Alfred
Olef van de Stadt wrote:
My plugin needs to create some threads for checking purposes.
The concept is as follows:
When a player has got a successfull Steam-ID, that ID is checked
against
an SQL database.
To prevent the server from stalling, I use the threads (pthreads for
linux, windows threads for... you guessed it.)
In that thread I make calls to engine->GetPlayerNetworkIDString and
playerinfo->GetPlayerNetworkIDString.
Both crash "every now and then" on those calls or return NULL
pointers.
Is there any way I can get those classes to work in threads ?
Or are there specific functions to call prior to accessing these
class'
functions ?
Thanks,
- Olef van de Stadt.
_______________________________________________
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