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.
>>>>
>>>>
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>>
>>
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