You could test the game online compiled in debug, you should get a more precise error or assertion. Remove any breakpoints before :)
You can also put a breakpoint before the purge of that particular vector, and try to see if it crashes at the same position in the vector. Also, check what is actually contained at that particular position in the vector, and in the container object if the pointer's not null. That should give a few more hints. What version of the codebase are you using by the way ? On Fri, Apr 1, 2011 at 12:26 AM, joshua simmons <simmons...@gmail.com>wrote: > Just a note that memcpy_s doesn't do much other than make your code > non-portable. You're better off avoiding malloc in the first place than > using a slightly slower version of it that's just as unsafe. > > On Fri, Apr 1, 2011 at 3:14 PM, Maarten De Meyer <maar...@off-limits.be>wrote: > >> No, both windows and linux. I suspected it was a valid construction. >> Still, that leaves me out of ideas :P >> ------------------------------ >> From: Adam "amckern" McKern >> Sent: vrijdag 1 april 2011 3:25 >> >> To: Discussion of Half-Life Programming >> Subject: Re: [hlcoders] CUtlVector crash ( screenshake ) >> >> You might want to upgrade to memcpy_s if your windows server only (GCC >> has a dislike to microsoft non ISO code). >> >> >> -------- >> Owner Nigredo Studios http://www.nigredostudios.com >> >> --- On *Fri, 1/4/11, Tony "omega" Sergi <omegal...@gmail.com>* wrote: >> >> >> From: Tony "omega" Sergi <omegal...@gmail.com> >> Subject: Re: [hlcoders] CUtlVector crash ( screenshake ) >> To: "Discussion of Half-Life Programming" < >> hlcoders@list.valvesoftware.com> >> Cc: "Tony Paloma" <drunkenf...@hotmail.com> >> Received: Friday, 1 April, 2011, 12:10 PM >> >> 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<http://au.mc335.mail.yahoo.com/mc/compose?to=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<http://au.mc335.mail.yahoo.com/mc/compose?to=hlcoders-boun...@list.valvesoftware.com> >> [mailto:hlcoders-boun...@list.valvesoftware.com<http://au.mc335.mail.yahoo.com/mc/compose?to=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 >> >> _______________________________________________ >> 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 >> >> >> >> >> -- >> -Tony >> >> >> -----Inline Attachment Follows----- >> >> _______________________________________________ >> 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 > > >
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