This really sounds like a build system problem. The "rebuild without
changing code" fix is what gives it away. Make clean and make.


On Mon, 21 Feb 2005 21:55:23 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote:
> hmm ..
> not that I know much but, sometimes builds get messed up for some
> reasons (I don't think it's a bug in the compiler itself .. but what
> do I know) but you can fix this kind of stuff by rebuilding a clean
> build.
>
> On Mon, 21 Feb 2005 23:38:10 -0500, Maurino Berry <[EMAIL PROTECTED]> wrote:
> > Please bare with me while I try to explain this crash, let me begin by
> > saying I'm using the very first mp sdk source with no updates... and debug
> > build is not helping at all. Perhaps the most frightening aspect of this
> > crash is its consistancy between game launches, and its inconsistancy
> > between builds, its almost as if my compiler is messed up. Basically I'm
> > encountering a crash in the client dll. When I create a server, disconnect,
> > and then recreate. the debug build gives me an error in
> >
> > void CBaseViewport::RemoveAllPanels(void) (vgui_teamfortressviewport.cpp
> > line 413)
> >
> > this is the callstack..
> >
> >        client.dll!CBaseViewport::RemoveAllPanels()  Line 413 + 0xf     C++
> >        client.dll!CBaseViewport::~CBaseViewport()  Line 432    C++
> >        client.dll!SDKViewport::~SDKViewport()  + 0x14  C++
> >        client.dll!SDKViewport::`scalar deleting destructor'()  + 0x14  C++
> >        client.dll!ClientModeShared::~ClientModeShared()  Line 107 + 0x22    
> >    C++
> >        client.dll!ClientModeSDKNormal::~ClientModeSDKNormal()  Line 92 + 
> > 0x8   C++
> >        client.dll!$E11()  + 0x13       C++
> >        client.dll!doexit(int code=0, int quick=0, int retcaller=1)  Line 
> > 376   C
> >        client.dll!_cexit()  Line 318 + 0xb     C
> >        client.dll!_CRT_INIT(void * hDllHandle=0x24000000, unsigned long
> > dwReason=0, void * lpreserved=0x00000001)  Line 193     C
> >        client.dll!_DllMainCRTStartup(void * hDllHandle=0x24000000, unsigned 
> > long
> > dwReason=0, void * lpreserved=0x00000001)  Line 312 + 0x11      C
> >
> > The kicker is the call stack indicates the call to this method is happening
> > after a call to doExit() which is totally unrelated to anything i've been
> > doing - if thats not enough for you, it gets a whole lot worse. I ported one
> > single npc over nothing more, and magically the crash was fixed. Now I can
> > create/shutdown servers as many times as I want without crashing
> >
> > It gets worse.
> >
> > Now when creating an npc I experience the exact same crash. then maybe 30
> > rebuilds later.. the crash is magically gone, without even going near npc or
> > combat character code of anykind... another few builds later, the crash
> > reappears. (totally random)
> >
> > Keep in mind the crashing is _consistant_ in a build, as in once the crash
> > is present no matter how many times i launch the game I'll have the exact
> > same behaviour, magically sometimes if I do a rebuild without changing any
> > code, the crash vanishes. I checked this to make sure it wasn't something
> > like accessing an invalid pointer.
> >
> > I wasn't even going to post about it here but I thought I'd give it a shot.
> > This must be something compiler related (mvsc++7.0) OR for some messed up
> > reason I couldn't understand the debugger is showing me the same (old and
> > unrelated) callstack, however I don't see how this could be the case as the
> > debugger shows the proper information if I crash a different way.
> >
> > Does *anyone* have *any* suggestions? am I missing some service pack I don't
> > know about?
> > Thanks in advance...
> >
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--
spooq

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