...or perhaps the number (or type) of parameters was changed and when the server.dll is updating the frame pointer it is wrong because not enough stuff was passed in?
On 3/13/2009 8:43 AM, Jonas 'Sortie' Termansen wrote: > I'm not into assembly or calling conventions, but it sounds like you perhaps > are calling the function with the wrong calling convention? > > ----- Original Message ----- > From: "cheeseh-bu"<[email protected]> > To: "Discussion of Half-Life Programming"<[email protected]> > Sent: Friday, March 13, 2009 2:41 PM > Subject: Re: [hlcoders] Tf2 scout update now breaks plugin / SDK > updateneeded? > > >> Actually I found that the exit of GameFrame through disassembly, the >> server.dll is messing around with the call stack and is adding my plugin >> GameFrame function back onto the call stack at code: >> >> server.dll >> 14978C50 sub esp,10h >> >> (128C50 offset) >> >> And when the call stack comes back to my plugin it crashes because it >> wasn't >> expecting that. Why is server.dll doing this? >> >> Any help? >> >> On Fri, Mar 13, 2009 at 1:25 PM, cheeseh-bu<[email protected]> wrote: >> >>> Or maybe someone can tell me why my plugin crashes after adding a bot >>> just >>> after GameFrame is finished... ? >>> >>> >>> //--------------------------------------------------------------------------------- >>> // Purpose: called once per server frame, do recurring work here (like >>> checking for timeouts) >>> >>> //--------------------------------------------------------------------------------- >>> void CRCBotPlugin::GameFrame( bool simulating ) >>> { >>> if ( simulating&& CBotGlobals::IsMapRunning() ) >>> { >>> CBots::botThink(); // All that this is doing is fake client >>> command >>> join class >>> } >>> }//<--------- crashing after call >>> >>> What the hell is going on with the call stack ??? Below--- >>> >>> [Frames below may be incorrect and/or missing, no symbols loaded for >>> server.dll] >>> server.dll!14c2fdef() >>> server.dll!14c2ffc4() >>> server.dll!14c30062() >>> server.dll!14af8ca6() >>>> HPB_Bot2.dll!CRCBotPlugin::GameFrame(bool simulating=true) Line 385 >>>> + >>> 0x10 bytes C++ >>> engine.dll!0ea3e61e() >>> engine.dll!0ea3d50a() >>> >>> Why are there extra server calls after GameFrame ? Surely there is >>> something hidden which I don't have in my code/something missing??? >>> >>> Help! >>> >>> --Cheeseh >>> >>> >>> >>> >>> On Fri, Mar 13, 2009 at 1:10 PM, cheeseh-bu<[email protected]> wrote: >>> >>>> I'd just like to see an updated SDK content of the interfaces. I have a >>>> sneaky feeling IServerPlugin has been altered, or something else crucial >>>> to >>>> my plugin! >>>> >>>> Is it conceivable within the near future to obtain an updated copy of >>>> the >>>> interface headers??? >>>> >>>> Thanks!!!! >>>> >>>> >>>> >>>> On Sat, Mar 7, 2009 at 3:13 AM, Ryan<[email protected]> wrote: >>>> >>>>> Were there any updates to the CInput interface? >>>>> >>>>> On Tue, Mar 3, 2009 at 5:28 PM, LDuke<[email protected]> wrote: >>>>>> The SDK hasn't matched for a while now. For example, the >>>>> takedamageinfo >>>>>> structure has been different for a long time. I assume something >>>>>> like >>>>> that >>>>>> must have changed. Unless you're only using the provided interfaces >>>>> then >>>>>> it's likely that TF2 will never match the SDK. Also, only a few of >>>>>> the >>>>>> interfaces are even intended for plugins to use. I think Mani was >>>>>> told >>>>> he >>>>>> shouldn't have been using the filesystem interface when changes to it >>>>>> happened and "broke" Mani-Admin-Plugin functionality. >>>>>> >>>>>> You shouldn't link directly to CBaseEntity functions, CTakeDamageInfo >>>>>> functions, etc. as they will most likely break on a future update. >>>>>> If >>>>> it's >>>>>> something common, you could look at the SourceMod code and see how >>>>>> they >>>>>> handle the same situation. If it's only interfaces that you're >>>>>> using, >>>>> then >>>>>> hopefully Valve will update the SDK soon. >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> >>>>>> On Thu, Feb 26, 2009 at 12:31 PM, cheeseh-bu<[email protected]> >>>>> wrote: >>>>>>> Hi, The latest TF2 scout update seems to crash when I use my plugin >>>>> now >>>>>>> after GameFrame is called. >>>>>>> >>>>>>> Does anyone know of any interface changes / Bot handling changes? >>>>> (i.e. SDK >>>>>>> updated? -- latest code doesn't seem to work) >>>>>>> >>>>>>> Although, I am just guessing >>>>>>> >>>>>>> Hope some have the answer, >>>>>>> cheeseh >>>>>>> _______________________________________________ >>>>>>> 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 >>>>>> >>>>>> >>>>> >>>>> >>>>> -- >>>>> Ryan "Kalvin" Williams >>>>> Project VDC - Founder and Lead Developer >>>>> http://www.projectvdc.net/ >>>>> >>>>> _______________________________________________ >>>>> 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 >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > -- Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

