I find that hard to believe tbh, It kinda never broke before, and now it breaks all the time, even with thread-safe functions implemented or threading completely disabled.
> If you're doing something un-thread-safe, like calling game functions from > another thread, you can expect it to break. The fact that it didn't break > at some earlier time is pure luck. > > At 2006/05/31 03:10 PM, Olef van de Stadt wrote: >>What changed in the Source engine since the 25th that a coredump occurs >>on my plugin ? >> >>Full trace: >>#0 0x00e7a350 in ConCommandBase::FindCommand () from bin/vstdlib_i486.so >>#1 0x02110491 in CCvar::FindVar () from bin/engine_i686.so >>#2 0x021da8e1 in SV_ActivateServer () from bin/engine_i686.so >>#3 0x021646cb in Host_NewGame () from bin/engine_i686.so >>#4 0x0216d4f5 in CHostState::State_NewGame () from bin/engine_i686.so >>#5 0x0216d949 in CHostState::FrameUpdate () from bin/engine_i686.so >>#6 0x0216d9e7 in HostState_Frame () from bin/engine_i686.so >>#7 0x021f9834 in CEngine::Frame () from bin/engine_i686.so >>#8 0x021f74ce in CDedicatedServerAPI::RunFrame () from >> bin/engine_i686.so >>#9 0x00146ffd in RunServer () from bin/dedicated_i686.so >>#10 0x021f6eae in CModAppSystemGroup::Main () from bin/engine_i686.so >>#11 0x022f9a73 in CAppSystemGroup::Run () from bin/engine_i686.so >>#12 0x021f80bf in CDedicatedServerAPI::ModInit () from bin/engine_i686.so >>#13 0x0014724a in CDedicatedAppSystemGroup::Main () from >>bin/dedicated_i686.so >>#14 0x00174d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so >>#15 0x00174d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so >>#16 0x0014760f in main () from bin/dedicated_i686.so >>#17 0x0804909e in main () >> >>Console: >>L 05/31/2006 - 21:03:24: Started map "de_dust" (CRC "-1541057188") >>couldn't exec skill2.cfg >>Executing dedicated server config file >>Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found! >>L 05/31/2006 - 21:03:25: [TEST] Start of map, 32 players >>Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB) >>./srcds_run: line 426: 24429 Segmentation fault (core dumped) >> $HL_CMD >>Add "-debug" to the ./srcds_run command line to generate a debug.log to >>help with solving this problem >> >>I tried it with disabling every command and convar in my code, still the >>same result. >>I thought of updating the build sources to current and the SDK files to >>current. >>Game is also up-to-date >> >>Alfred Reynolds wrote: >>>The Source engine is NOT thread safe. You will need to access the engine >>>interface from the main thread and then use some safe dispatch mechanism >>>to get them to your other threads. >>> >>>- Alfred >>> >>>Olef van de Stadt wrote: >>> >>>>My plugin needs to create some threads for checking purposes. >>>>The concept is as follows: >>>>When a player has got a successfull Steam-ID, that ID is checked >>>>against >>>>an SQL database. >>>>To prevent the server from stalling, I use the threads (pthreads for >>>>linux, windows threads for... you guessed it.) >>>>In that thread I make calls to engine->GetPlayerNetworkIDString and >>>>playerinfo->GetPlayerNetworkIDString. >>>> >>>>Both crash "every now and then" on those calls or return NULL >>>>pointers. >>>> >>>>Is there any way I can get those classes to work in threads ? >>>>Or are there specific functions to call prior to accessing these >>>>class' >>>>functions ? >>>> >>>>Thanks, >>>> - Olef van de Stadt. >>>> >>>> >>>>_______________________________________________ >>>>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 > > _______________________________________________ > 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