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?
>
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