Hi, my mod is suffering random crashes each certain amount of time and the mini 
dumps don't point to any useful piece of code. Well, the call stack traces 
parts of the code I never modified and I had a similar experience previously 
which confirmed such call stacks are trash basically. Here is:

  
server.dll!CNetworkVarBase<int,CBaseEntity::NetworkVar_m_nNextThinkTick>::Set(const
 int & val=-1)  Line 204 C++
 server.dll!CBaseEntity::SetNextThink(int nContextIndex=-1, float 
thinkTime=-1.#QNAN00)  Line 1037 + 0x34 bytes C++
  server.dll!CBaseEntity::PhysicsRunSpecificThink(int nContextIndex=1147464990, 
void (void)* thinkFunc=0x0dc282f0)  Line 2092 C++
  server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t 
thinkMethod=THINK_FIRE_ALL_FUNCTIONS)  Line 1890 C++
  server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x0adcf000)  Line 
2009 + 0x9 bytes C++
  server.dll!Physics_RunThinkFunctions(bool simulating=true)  Line 2060 + 0x9 
bytes C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=)  Line 1076 + 0xa bytes 
C++


So it seems there is a leak somewhere, and I'd say it has to do with a few 
CUtlVector I use in CBasePlayer to store info. None of these stores pointers, 
but I'm confused about what to do when that player is removed. Such arrays 
require any special treatment as it happens when they store pointers? I'm 
looking for similar cases in the code and I couldn't conclude anything. So 
should I do something to deallocate the memory they in CBasePlayer destructor, 
or something else? 

BTW, such server crashes happens always immediately after a player has been 
killed. It has been running in Ep1 engine (HL2MP based) until I ported it to 
OB, only took 3 days but I ported this bug as well... I have a question 
regarding some default entities not working properly in OB, but that'd go 
better in another post I guess.

These crashes are becoming a nightmare, they are dragging down the whole 
development.If you need more info please let me know, and sorry if I'm asking 
something basic.
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