It's destructing the container the pointer to your object is stored in, not
the object itself.
PurgeAndDelete on the other hand will destroy the object itself as well.




On Fri, Apr 1, 2011 at 4:02 AM, Tony Paloma <drunkenf...@hotmail.com> wrote:

> Your point about #3 does indeed look fishy. I'm not sure why they're
> calling
> the destructor on their own anyways.
>
> Try this:
> // Retire this shake.
> void *shake = m_ShakeList.Element( nShake );
> m_ShakeList.FastRemove( nShake );
> delete shake;
> continue;
>
> -----Original Message-----
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Maarten De
> Meyer
> Sent: Thursday, March 31, 2011 11:38 AM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] CUtlVector crash ( screenshake )
>
> Hi List!
>
> So, we're finally out there in closed beta. One of the most annyoing issues
> is a client side crash. The call stack doesn't say all that much, but
> still:
> it always happens in the Purge command in the destructor of
> CUtlVector:
>
> template< typename T, class A >
> inline CUtlVector<T, A>::~CUtlVector()
> {
>     Purge();
> }
>
> more precisely, in the CUtlVector< screenshake_t * > . [ There's only one
> of
> those, in CViewEffects ].
>
> Now, some questions:
>
> 1) any idea why this happens? [ had to ask :D ]
> 2) if no, any idea on how to debug?
> 3) Is the following normal? :
>
> // Retire this shake.
> delete m_ShakeList.Element( nShake );
> m_ShakeList.FastRemove( nShake );
> continue;
>
> where:
>
> template< typename T, class A >
> void CUtlVector<T, A>::FastRemove( int elem ) {
>     Assert( IsValidIndex(elem) );
>
>     Destruct( &Element(elem) );
>     if (m_Size > 0)
>     {
>         memcpy( &Element(elem), &Element(m_Size-1), sizeof(T) );
>         --m_Size;
>     }
> }
>
> and
>
> template <class T>
> inline void Destruct( T* pMemory )
> {
>     pMemory->~T();
>
> #ifdef _DEBUG
>     memset( pMemory, 0xDD, sizeof(T) ); #endif }
>
> Concretely: how come it is allowed to first delete a pointer, and
> afterwards
> still call the destructor on it? Is that not dangerous? [ Probably a c++
> finesse I'm missing ] Shake works fine most of the time though ( I tried
> with the console cheat command ), so it's not a reproducible crash yet -
> but
> happens very often in online games.
>
> Thanks in advance for any lights shed in the darkness!
>
> -- Maarten
>
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>


-- 
-Tony
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