Heh, my mind just jumped to infinite recursion when I read stack overflow – that’s what I actually meant when I wrote infinite loop. However, it would surprise me to see a crash caused by an infinite loop – those usually just lock up but not crash an application. However, I’ll get this debugged somehow.
Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Jorge Rodriguez Gesendet: Donnerstag, 21. August 2014 03:41 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] (Not so) random crashes Server and client code aren't always perfectly synced so a crash in shared code doesn't necessarily mean that both will crash. An infinite loop won't cause a stack overflow, an infinite loop is something like while (true) {} the stack remains constant. An infinite recursion ie a function calling itself would cause a stack overflow. Debug messages are a good bet. El ago 19, 2014 10:32 AM, "Jan Hartung" <jan.hart...@gmx.de> escribió: Well, it’s actually just the client crashing, the server just happily continues its work. So if it’s an infinite loop (which would ultimately cause a stack overflow) I maybe able to get to it by adding debug messages around the player dying code. And infinite loop should easily spam the console. Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Jorge Rodriguez Gesendet: Montag, 18. August 2014 18:19 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] (Not so) random crashes Since it happens sometimes to servers and sometimes to clients that's a clue that your crash is likely happening in shared code. Since its not leaving a stack trace that tells me it's possibly an infinite loop or a stack overflow, I would guess a stack overflow since you're not noticing hard freezes. Also it may help to have windbg, it will give you symbols for the windows binaries. My approach to problems like this is to fill a game with 32 bots and let it run overnight. By morning you have your crash. If it doesn't then you can spam the console with log messages that will indicate where the crash happened. El ago 18, 2014 7:14 AM, "Jan Hartung" <jan.hart...@gmx.de> escribió: Hi list, The weirdness in our mod (SDK 2013 MP based) doesn’t stop at the sounds (see my other post titled "Sound issues"). Everything’s been working fine until just recently (I don’t know exactly when it started), when killing an enemy randomly crashes the killer’s or the killed player’s client. It does not happen with every kill and cannot be traced back to any specific weapon. The crash does not produce a memory dump in <Steam>\dumps and the stack trace VS comes up with Is not too helpful at all. There were two crashes where the stack trace actually contained some SDK code (different files and lines each time, but related to playing animations; not in our mod’s code). However, all other crashes just show ntdll.dll as the only item in the stack trace with a function usually related to dll loading. Has anyone seen these issue as well? Jan _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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