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. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

