The obvious question is, "Does it stop happening if you use UTIL_Remove?" I've not run into it, though our knock down code never hit public release and I used the SDK base, but I'm fairly sure I used UTIL_Remove and was ok other than the god aweful bandwidth hogging.
On Mon, Dec 22, 2008 at 10:37 AM, Justin Krenz <[email protected]> wrote: > While working on my current mod (Smashball - www.smashball.tv), I came > across a rare server crash in physics.cpp: line 454 (int > CCollisionEvent::ShouldCollide function). This function tries to > determine if two entities should collide. The physics system has the > physics objects for each object along with a pointer to the > CBaseEntity that owns the physics objects. Once-in-awhile this > function would crash the server, and it appeared that one of the > CBaseEntity pointers was dangling/no longer pointing to a valid > CBaseEntity. I was watching the server console when one of these > crashes occurred, and the last line indicated a player had > disconnected. I didn't plan on trying to track down the reason soon > due to the rarity of the crash, but tonight, I think I may have found > the source of the crash. In hl2mp_player.cpp, the "UpdateOnRemove" > function calls "UTIL_RemoveImmediate( m_hRagdoll )" to immediately > delete the player's ragdoll. Is this safe to do? I suppose normally > the ragdoll doesn't have an associated physics entity on the server, > but in Smashball, players do have server ragdolls to sync up the > player's position with their ragdoll when they get up from being > knocked out. I'm thinking that UTIL_RemoveImmediate deletes the > ragdoll entity immediately, but the physics object is left around with > the pointer to the entity until the end of the frame. Is that > possible? > > _______________________________________________ > 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

