Re: [hlcoders] Physics crash related (urgent).

2007-12-24 Thread Tom Leighton

well ive drunk a fair amount and im still able to type properly although
without any punctuation whatsoever...

Merry Christmas everyone, have a good one, get drunk (well, dont), have
fun, do not shoot santa!

Ondřej Hošek wrote:

Posting under the Influence (PUI) will lead to a revocation of your
license to post. Please do not try typing when your blood contains more
than 0.2% of alcohol.

Actually, I'm impressed you were able to press two keys simultaneously
when typing the exclamation mark, and don't get me started on the nonce
word "sadues".

Meery Christams and a hapy NEw yAer!

~~ Ondra

On 25.12.07 0:35 Uhr, Josh Marshall wrote:

--
[ Picked text/plain from multipart/alternative ]
its christams sadues stop emialing and tget with ti, man!

On Dec 24, 2007 7:10 PM, Mulchman <[EMAIL PROTECTED]> wrote:



All of our buildable objects - detpack, dispenser, sg - run the code
below
when they explode. The detpack is a "real" physics object (as in it
uses
VPhysicsInitNormal()) and I'm assuming your hat you describe is
vphysics
as
well.

void CFFBuildableObject::Explode( void )
{
   VPROF_BUDGET( "CFFBuildableObject::Explode",
VPROF_BUDGETGROUP_FF_BUILDABLE );

   // MUST DO THIS or CreateExplosion crashes HL2
   m_takedamage = DAMAGE_NO;

   // Remove bounding box (other models follow this pattern...)
   SetSolid( SOLID_NONE );

   // Do the explosion
   DoExplosion();

   // Notify player to tell them they can build
   // again and remove current owner
   m_hOwner = NULL;

   // Remove entity from game
   UTIL_Remove( this );
}

And that's it. There's also a method for 'quietly' removing a buildable
object (like when dismantling) but it's the same code minus the
DoExplosion() call.

Anyway, we've never experienced/received minidumps from people w/ weird
physics related errors so perhaps you need some other steps in
addition to
using UTIL_Remove().

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of A.Oliver
Sent: Monday, December 24, 2007 08:09
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Physics crash related (urgent).

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Our recently released modification (Fistful of Frags) is suffering some
stability issues. Hope someone can bring some light to these serious
servers
crashes. I posted another similar issue in this list, and as I said
before,
I never modified any part of the physics code. Now I'm starting to
understand what's going on, seems like a physic entity was removed, but
server is still trying to use it so finds a null pointer and
crashes. Is
that rigth?

These issues were noticed only during maximum stress, once the mod was
released. They may happen rarely or not, depends the way physics are
stressed I guess.

I'm using UTIL_Remove in several parts of the game, example: a
cowboy hat
is
created (falls to ground), and after some seconds is deleted. There are
other items deleted in a similar way. Should I use other method
different
from UTIL_Remove?

And a last question. Can server performance ( low FPS) make these
issues
worse? Because they tend to happen more in our own server, which
sometimes
is even below 10 FPS.

Hope this helps, these are 3 different call stacks we are seeing
repitedly.
If you need any other info plz let me know.




server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++


 server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity *
other=0x0d21e300)  Line 850 + 0x5 bytes C++

server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven
(CBaseEntity
* other=0x, CGameTrace & trace={...})  Line 908 C++
 server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity *
pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8, const Vector &
point={...}, const Vector & normal={...})  Line 1567 + 0x8c bytes C++
 server.dll!CCollisionEvent::UpdateTouchEvents()  Line 1590 C++
 server.dll!PhysFrame(float deltaTime=0.01500)  Line 1262 + 0xa
bytes
C++
 server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
 server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const
char *
timed=0x2217be3f)  Line 431 C++
 server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line
1001 +
0x14 bytes C++

-



server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1624 + 0x8
bytes


C++
 server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
 server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
 server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
 server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const
char *
timed=0x2217be3f)  Line 431 C++
 server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line
1001 +
0x14 bytes C++


-

 server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo &
inputInfo={...})  Line 1204 + 0xd bytes C++
 server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1642 C++
 server.dll!CCollisi

Re: [hlcoders] Physics crash related (urgent).

2007-12-24 Thread Ondřej Hošek

Posting under the Influence (PUI) will lead to a revocation of your
license to post. Please do not try typing when your blood contains more
than 0.2% of alcohol.

Actually, I'm impressed you were able to press two keys simultaneously
when typing the exclamation mark, and don't get me started on the nonce
word "sadues".

Meery Christams and a hapy NEw yAer!

~~ Ondra

On 25.12.07 0:35 Uhr, Josh Marshall wrote:

--
[ Picked text/plain from multipart/alternative ]
its christams sadues stop emialing and tget with ti, man!

On Dec 24, 2007 7:10 PM, Mulchman <[EMAIL PROTECTED]> wrote:



All of our buildable objects - detpack, dispenser, sg - run the code below
when they explode. The detpack is a "real" physics object (as in it uses
VPhysicsInitNormal()) and I'm assuming your hat you describe is vphysics
as
well.

void CFFBuildableObject::Explode( void )
{
   VPROF_BUDGET( "CFFBuildableObject::Explode",
VPROF_BUDGETGROUP_FF_BUILDABLE );

   // MUST DO THIS or CreateExplosion crashes HL2
   m_takedamage = DAMAGE_NO;

   // Remove bounding box (other models follow this pattern...)
   SetSolid( SOLID_NONE );

   // Do the explosion
   DoExplosion();

   // Notify player to tell them they can build
   // again and remove current owner
   m_hOwner = NULL;

   // Remove entity from game
   UTIL_Remove( this );
}

And that's it. There's also a method for 'quietly' removing a buildable
object (like when dismantling) but it's the same code minus the
DoExplosion() call.

Anyway, we've never experienced/received minidumps from people w/ weird
physics related errors so perhaps you need some other steps in addition to
using UTIL_Remove().

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of A.Oliver
Sent: Monday, December 24, 2007 08:09
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Physics crash related (urgent).

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Our recently released modification (Fistful of Frags) is suffering some
stability issues. Hope someone can bring some light to these serious
servers
crashes. I posted another similar issue in this list, and as I said
before,
I never modified any part of the physics code. Now I'm starting to
understand what's going on, seems like a physic entity was removed, but
server is still trying to use it so finds a null pointer and crashes. Is
that rigth?

These issues were noticed only during maximum stress, once the mod was
released. They may happen rarely or not, depends the way physics are
stressed I guess.

I'm using UTIL_Remove in several parts of the game, example: a cowboy hat
is
created (falls to ground), and after some seconds is deleted. There are
other items deleted in a similar way. Should I use other method different
from UTIL_Remove?

And a last question. Can server performance ( low FPS) make these issues
worse? Because they tend to happen more in our own server, which sometimes
is even below 10 FPS.

Hope this helps, these are 3 different call stacks we are seeing
repitedly.
If you need any other info plz let me know.




server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++


 server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity *
other=0x0d21e300)  Line 850 + 0x5 bytes C++

server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven
(CBaseEntity
* other=0x, CGameTrace & trace={...})  Line 908 C++
 server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity *
pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8, const Vector &
point={...}, const Vector & normal={...})  Line 1567 + 0x8c bytes C++
 server.dll!CCollisionEvent::UpdateTouchEvents()  Line 1590 C++
 server.dll!PhysFrame(float deltaTime=0.01500)  Line 1262 + 0xa bytes
C++
 server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
 server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char *
timed=0x2217be3f)  Line 431 C++
 server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
0x14 bytes C++

-



server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1624 + 0x8 bytes


C++
 server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
 server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
 server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
 server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char *
timed=0x2217be3f)  Line 431 C++
 server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
0x14 bytes C++


-

 server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo &
inputInfo={...})  Line 1204 + 0xd bytes C++
 server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1642 C++
 server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
 server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++


server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++


 server.dll!InvokePerFrameMethod(void (void)* f

Re: [hlcoders] Physics crash related (urgent).

2007-12-24 Thread Josh Marshall
--
[ Picked text/plain from multipart/alternative ]
its christams sadues stop emialing and tget with ti, man!

On Dec 24, 2007 7:10 PM, Mulchman <[EMAIL PROTECTED]> wrote:

> All of our buildable objects - detpack, dispenser, sg - run the code below
> when they explode. The detpack is a "real" physics object (as in it uses
> VPhysicsInitNormal()) and I'm assuming your hat you describe is vphysics
> as
> well.
>
> void CFFBuildableObject::Explode( void )
> {
>VPROF_BUDGET( "CFFBuildableObject::Explode",
> VPROF_BUDGETGROUP_FF_BUILDABLE );
>
>// MUST DO THIS or CreateExplosion crashes HL2
>m_takedamage = DAMAGE_NO;
>
>// Remove bounding box (other models follow this pattern...)
>SetSolid( SOLID_NONE );
>
>// Do the explosion
>DoExplosion();
>
>// Notify player to tell them they can build
>// again and remove current owner
>m_hOwner = NULL;
>
>// Remove entity from game
>UTIL_Remove( this );
> }
>
> And that's it. There's also a method for 'quietly' removing a buildable
> object (like when dismantling) but it's the same code minus the
> DoExplosion() call.
>
> Anyway, we've never experienced/received minidumps from people w/ weird
> physics related errors so perhaps you need some other steps in addition to
> using UTIL_Remove().
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of A.Oliver
> Sent: Monday, December 24, 2007 08:09
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Physics crash related (urgent).
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Our recently released modification (Fistful of Frags) is suffering some
> stability issues. Hope someone can bring some light to these serious
> servers
> crashes. I posted another similar issue in this list, and as I said
> before,
> I never modified any part of the physics code. Now I'm starting to
> understand what's going on, seems like a physic entity was removed, but
> server is still trying to use it so finds a null pointer and crashes. Is
> that rigth?
>
> These issues were noticed only during maximum stress, once the mod was
> released. They may happen rarely or not, depends the way physics are
> stressed I guess.
>
> I'm using UTIL_Remove in several parts of the game, example: a cowboy hat
> is
> created (falls to ground), and after some seconds is deleted. There are
> other items deleted in a similar way. Should I use other method different
> from UTIL_Remove?
>
> And a last question. Can server performance ( low FPS) make these issues
> worse? Because they tend to happen more in our own server, which sometimes
> is even below 10 FPS.
>
> Hope this helps, these are 3 different call stacks we are seeing
> repitedly.
> If you need any other info plz let me know.
>
>
> > server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++
>  server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity *
> other=0x0d21e300)  Line 850 + 0x5 bytes C++
>
> server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven
> (CBaseEntity
> * other=0x, CGameTrace & trace={...})  Line 908 C++
>  server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity *
> pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8, const Vector &
> point={...}, const Vector & normal={...})  Line 1567 + 0x8c bytes C++
>  server.dll!CCollisionEvent::UpdateTouchEvents()  Line 1590 C++
>  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1262 + 0xa bytes
> C++
>  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
>  server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char *
> timed=0x2217be3f)  Line 431 C++
>  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
> 0x14 bytes C++
>
> -
>
> > server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1624 + 0x8 bytes
> C++
>  server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
>  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
>  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
>  server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char *
> timed=0x2217be3f)  Line 431 C++
>  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
> 0x14 bytes C++
>
>
> -
>
>  server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo &
> inputInfo={...})  Line 1204 + 0xd bytes C++
>  server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1642 C++
>  server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
>  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
> > server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
>  server.dll!InvokePerFrameMethod(void (void)* f=0x22198420, const char *
> timed=0x2217bddf)  Line 431 C++
>  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
> 0x14 bytes C++
> --
>
>
> ___
> 

[hlcoders] Physics crash related (urgent).

2007-12-24 Thread Mulchman
All of our buildable objects - detpack, dispenser, sg - run the code below
when they explode. The detpack is a "real" physics object (as in it uses
VPhysicsInitNormal()) and I'm assuming your hat you describe is vphysics as
well.

void CFFBuildableObject::Explode( void )
{
VPROF_BUDGET( "CFFBuildableObject::Explode",
VPROF_BUDGETGROUP_FF_BUILDABLE );

// MUST DO THIS or CreateExplosion crashes HL2
m_takedamage = DAMAGE_NO;

// Remove bounding box (other models follow this pattern...)
SetSolid( SOLID_NONE );

// Do the explosion
DoExplosion();

// Notify player to tell them they can build
// again and remove current owner
m_hOwner = NULL;

// Remove entity from game
UTIL_Remove( this );
}

And that's it. There's also a method for 'quietly' removing a buildable
object (like when dismantling) but it's the same code minus the
DoExplosion() call.

Anyway, we've never experienced/received minidumps from people w/ weird
physics related errors so perhaps you need some other steps in addition to
using UTIL_Remove().

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of A.Oliver
Sent: Monday, December 24, 2007 08:09
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Physics crash related (urgent).

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Our recently released modification (Fistful of Frags) is suffering some
stability issues. Hope someone can bring some light to these serious servers
crashes. I posted another similar issue in this list, and as I said before,
I never modified any part of the physics code. Now I'm starting to
understand what's going on, seems like a physic entity was removed, but
server is still trying to use it so finds a null pointer and crashes. Is
that rigth?

These issues were noticed only during maximum stress, once the mod was
released. They may happen rarely or not, depends the way physics are
stressed I guess.

I'm using UTIL_Remove in several parts of the game, example: a cowboy hat is
created (falls to ground), and after some seconds is deleted. There are
other items deleted in a similar way. Should I use other method different
from UTIL_Remove?

And a last question. Can server performance ( low FPS) make these issues
worse? Because they tend to happen more in our own server, which sometimes
is even below 10 FPS.

Hope this helps, these are 3 different call stacks we are seeing repitedly.
If you need any other info plz let me know.


> server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++
  server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity *
other=0x0d21e300)  Line 850 + 0x5 bytes C++

server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven(CBaseEntity
* other=0x, CGameTrace & trace={...})  Line 908 C++
  server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity *
pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8, const Vector &
point={...}, const Vector & normal={...})  Line 1567 + 0x8c bytes C++
  server.dll!CCollisionEvent::UpdateTouchEvents()  Line 1590 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1262 + 0xa bytes
C++
  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char *
timed=0x2217be3f)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
0x14 bytes C++

-

> server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1624 + 0x8 bytes
C++
  server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char *
timed=0x2217be3f)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
0x14 bytes C++


-

  server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo &
inputInfo={...})  Line 1204 + 0xd bytes C++
  server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1642 C++
  server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
> server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198420, const char *
timed=0x2217bddf)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 +
0x14 bytes C++
--


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RE: [hlcoders] Physics crash related (urgent).

2007-12-24 Thread Jay Stelly
Are you deleting the entities inside a callback form vphysics?  e.g.
VPhysicsCollision?  That can cause crashes.  There should be code that
prevents that - i.e. UTIL_Remove() should actually add the object to a
list by calling PhysCallbackRemove() but I don't have the SDK code in
front of me so I can't check.

Jay


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of A.Oliver
> Sent: Monday, December 24, 2007 8:09 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Physics crash related (urgent).
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] Our recently
> released modification (Fistful of Frags) is suffering some
> stability issues. Hope someone can bring some light to these
> serious servers crashes. I posted another similar issue in
> this list, and as I said before, I never modified any part of
> the physics code. Now I'm starting to understand what's going
> on, seems like a physic entity was removed, but server is
> still trying to use it so finds a null pointer and crashes.
> Is that rigth?
>
> These issues were noticed only during maximum stress, once
> the mod was released. They may happen rarely or not, depends
> the way physics are stressed I guess.
>
> I'm using UTIL_Remove in several parts of the game, example:
> a cowboy hat is created (falls to ground), and after some
> seconds is deleted. There are other items deleted in a
> similar way. Should I use other method different from UTIL_Remove?
>
> And a last question. Can server performance ( low FPS) make
> these issues worse? Because they tend to happen more in our
> own server, which sometimes is even below 10 FPS.
>
> Hope this helps, these are 3 different call stacks we are
> seeing repitedly. If you need any other info plz let me know.
>
>
> > server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++
>
> server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity
>  * other=0x0d21e300)  Line 850 + 0x5 bytes C++
>
> server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriv
> en(CBaseEntity * other=0x, CGameTrace & trace={...})
> Line 908 C++
>   server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity
> * pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8,
> const Vector & point={...}, const Vector & normal={...})
> Line 1567 + 0x8c bytes C++
>   server.dll!CCollisionEvent::UpdateTouchEvents()  Line 1590 C++
>   server.dll!PhysFrame(float deltaTime=0.01500)  Line
> 1262 + 0xa bytes C++
>   server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
>   server.dll!InvokePerFrameMethod(void (void)* f=0x22198170,
> const char * timed=0x2217be3f)  Line 431 C++
>   server.dll!CServerGameDLL::GameFrame(bool simulating=true)
> Line 1001 + 0x14 bytes C++
>
> -
>
> > server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1624 + 0x8
> > bytes C++
>   server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
>   server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
>   server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
>   server.dll!InvokePerFrameMethod(void (void)* f=0x22198170,
> const char * timed=0x2217be3f)  Line 431 C++
>   server.dll!CServerGameDLL::GameFrame(bool simulating=true)
> Line 1001 + 0x14 bytes C++
>
>
> -
>
>   server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo &
> inputInfo={...})  Line 1204 + 0xd bytes C++
>   server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1642 C++
>   server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
>   server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
> > server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
>   server.dll!InvokePerFrameMethod(void (void)* f=0x22198420,
> const char * timed=0x2217bddf)  Line 431 C++
>   server.dll!CServerGameDLL::GameFrame(bool simulating=true)
> Line 1001 + 0x14 bytes C++
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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[hlcoders] Physics crash related (urgent).

2007-12-24 Thread A.Oliver
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Our recently released modification (Fistful of Frags) is suffering some 
stability issues. Hope someone can bring some light to these serious servers 
crashes. I posted another similar issue in this list, and as I said before, I 
never modified any part of the physics code. Now I'm starting to understand 
what's going on, seems like a physic entity was removed, but server is still 
trying to use it so finds a null pointer and crashes. Is that rigth?

These issues were noticed only during maximum stress, once the mod was 
released. They may happen rarely or not, depends the way physics are stressed I 
guess.

I'm using UTIL_Remove in several parts of the game, example: a cowboy hat is 
created (falls to ground), and after some seconds is deleted. There are other 
items deleted in a similar way. Should I use other method different from 
UTIL_Remove?

And a last question. Can server performance ( low FPS) make these issues worse? 
Because they tend to happen more in our own server, which sometimes is even 
below 10 FPS.

Hope this helps, these are 3 different call stacks we are seeing repitedly. If 
you need any other info plz let me know.


> server.dll!AllocTouchLink()  Line 361 + 0x41 bytes C++
  server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity * 
other=0x0d21e300)  Line 850 + 0x5 bytes C++
  server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven(CBaseEntity 
* other=0x, CGameTrace & trace={...})  Line 908 C++
  server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity * 
pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8, const Vector & 
point={...}, const Vector & normal={...})  Line 1567 + 0x8c bytes C++
  server.dll!CCollisionEvent::UpdateTouchEvents()  Line 1590 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1262 + 0xa bytes C++
  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char * 
timed=0x2217be3f)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 + 0x14 
bytes C++

-

> server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1624 + 0x8 bytes C++
  server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
  server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char * 
timed=0x2217be3f)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 + 0x14 
bytes C++


-

  server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo & inputInfo={...})  
Line 1204 + 0xd bytes C++
  server.dll!CCollisionEvent::UpdateDamageEvents()  Line 1642 C++
  server.dll!CCollisionEvent::PostSimulationFrame()  Line 1499 C++
  server.dll!PhysFrame(float deltaTime=0.01500)  Line 1206 C++
> server.dll!CPhysicsHook::FrameUpdatePostEntityThink()  Line 271 C++
  server.dll!InvokePerFrameMethod(void (void)* f=0x22198420, const char * 
timed=0x2217bddf)  Line 431 C++
  server.dll!CServerGameDLL::GameFrame(bool simulating=true)  Line 1001 + 0x14 
bytes C++
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