If you're doing something un-thread-safe, like calling game functions from another thread, you can expect it to break. The fact that it didn't break at some earlier time is pure luck.
At 2006/05/31 03:10 PM, Olef van de Stadt wrote: >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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

