Either the heap/stack is corrupt or Physics_RunThinkFunctions() has been 
modified from the Valve SDK default to not do it's "if ( pPlayer )" check.

At 2007/11/19 08:03 AM, RYell wrote:
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>Hi, this is an error that has been happening for some time in my mod, it's a 
>rare server crash which only happens in a map. The exact cause is not known at 
>all by me, but there is only one thing in my mind: this map is the only one 
>using a specific prop breakable (planks walkable by players). If someone 
>shoots the plank it breaks in several pieces, if there is a player walking 
>over it (touching) then it falls. This seems to be related with the crash. As 
>far I can tell the last thing in call stack is a touchlink error in 
>physics_main_shared.cpp:
>
>
>> server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++
>  server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity * 
> other=0x0d1ff200)  Line 850 + 0x5 bytes C++
>  server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouching(CBaseEntity * 
> other=0x00000000, CGameTrace & trace={...})  Line 892 + 0x8 bytes C++
>  server.dll!CMoveHelperServer::ProcessImpacts()  Line 241 + 0x2b bytes C++
>  server.dll!CPlayerMove::RunCommand(CBasePlayer * player=0x00000000, CUserCmd 
> * ucmd=0x00000000, IMoveHelper * moveHelper=)  Line 411 C++
>  server.dll!CBasePlayer::PlayerRunCommand(CUserCmd * ucmd=0x11572620, 
> IMoveHelper * moveHelper=0x22712cd0)  Line 3337 + 0xf bytes C++
>  server.dll!CBasePlayer::PhysicsSimulate()  Line 3210 + 0x34 bytes C++
>  server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x00000000)  Line 
> 2109 C++
>  server.dll!Physics_RunThinkFunctions(bool simulating=true)  Line 2161 + 0x5 
> bytes C++
>  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 995 C++
>
>
>Probably there is more, also don't understand why player is null in that 
>playerruncommand. Any help will be appreciated, I haven't enough experience to 
>track this alone.
>
>BTW, in parallel to this issue, I tried to replace those 
>prop_physic_respawnable models with func_breakable brushes. Only needed to 
>make them respawn too once destroyed. That addition seemed easy, just a think 
>function to call Spawn() once needed again, however those func_breakable 
>aren't even spawning for first time. Hmm, can I even respawn such brush based 
>entity?
>
>Thanks.
>
>------------------------------
>Ángel Oliver (RYell) - Project Lead Fistful of Frags.
>
>--
>
>
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