Orangebox. Yeah, my next move was online debug play, hope I get lucky :)
On 2/04/2011 21:16, Psy_Commando wrote:
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
<mailto: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 <mailto: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
<http://www.nigredostudios.com/>
--- On *Fri, 1/4/11, Tony "omega" Sergi /<omegal...@gmail.com
<mailto:omegal...@gmail.com>>/* wrote:
From: Tony "omega" Sergi <omegal...@gmail.com
<mailto:omegal...@gmail.com>>
Subject: Re: [hlcoders] CUtlVector crash ( screenshake )
To: "Discussion of Half-Life Programming"
<hlcoders@list.valvesoftware.com
<mailto:hlcoders@list.valvesoftware.com>>
Cc: "Tony Paloma" <drunkenf...@hotmail.com
<mailto: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
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--
-Tony
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