...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
>>>>>
>>>>>
>> _______________________________________________
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>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>
>
> _______________________________________________
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> visit:
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>


-- 
Jeffrey "botman" Broome

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