Re: [hlcoders] CUtlLinkedList overflow

2006-07-15 Thread John Sheu
On Tuesday 11 July 2006 10:21 pm, John Sheu wrote:
 On Tuesday 11 July 2006 8:56 pm, Alfred Reynolds wrote:
  Loading the minidump in windbg shows the assert coming out of
  client+0x67db62, so that would be your code (perhaps it comes from one
  of the libraries that you link with, in particular the VGUI2 one?) The
  call is inside the SolveTraverse() VGUI2 logic so it is applying scheme
  settings, doing the OnThink() calls and working out dialog positioning
  on the screen (which is separate to the rendering pass).  Check your
  ApplySchemeSettings() and OnThink() VGUI2 calls.

 Whoops, wrong dump.  And I conveniently can't find the right one.  I'll
 post up the new one when I get it again.

Very strange.  The crash I referred to occured in animation code, doing some
slerps.  And yet, I took the hint and moved some CreateTextureID calls out of
ApplySchemeSettings and into the constructor, and the crashes disappeared.

So I guess CreateTextureID doesn't belong in there.  All's well that ends
well.  Thanks for the tip.

-John Sheu

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[hlcoders] CUtlLinkedList overflow

2006-07-11 Thread John Sheu
--
I'm having an issue with random crashing with the CUtlLinkedList overflow!
dialog.  The stack trace has got quite a bit of engine code, and a look at
our mod code isn't helping.  I was wondering if I could get a pointer or two
from somebody who has access to engine code (we know who you are...).
Thanks.  Don't need a hand-holding, just some idea of what kind of errors
we're coming up against.

Memory dump attached.

-John Sheu
--
[ dump.mdmp of type application/octet-stream deleted ]
--

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Re: [hlcoders] CUtlLinkedList overflow

2006-07-11 Thread John Sheu
I see that the mailing list despises attachments.  Download link below:

http://www.eternal-silence.net/forums/index.php?act=Attachtype=postid=42562

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Re: [hlcoders] CUtlLinkedList overflow

2006-07-11 Thread Justin Krenz

The last time I was getting an error along these lines, I was creating a
new BitmapImage in a HUD each frame instead of reusing the same object
or deleting the old one first.  You should be able to place a breakpoint
somewhere in utllinkedlist.h to watch for when the list becomes filled.

John Sheu wrote:

--
I'm having an issue with random crashing with the CUtlLinkedList overflow!
dialog.  The stack trace has got quite a bit of engine code, and a look at
our mod code isn't helping.  I was wondering if I could get a pointer or two
from somebody who has access to engine code (we know who you are...).
Thanks.  Don't need a hand-holding, just some idea of what kind of errors
we're coming up against.

Memory dump attached.

-John Sheu
--
[ dump.mdmp of type application/octet-stream deleted ]
--

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Re: [hlcoders] CUtlLinkedList overflow

2006-07-11 Thread John Sheu
On Tuesday 11 July 2006 8:20 pm, Justin Krenz wrote:
 The last time I was getting an error along these lines, I was creating a
 new BitmapImage in a HUD each frame instead of reusing the same object
 or deleting the old one first.  You should be able to place a breakpoint
 somewhere in utllinkedlist.h to watch for when the list becomes filled.

Tried that already, and it never breaks.  I think it's in the version of the
Utl classes that's compiled into the engine DLL.

-John Sheu

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Re: [hlcoders] CUtlLinkedList overflow

2005-10-03 Thread Justin Krenz

It appears that in my minimap code, I was creating a new BitmapImage()
in a loop and not reusing it or deleting it.  I guess it could only take
so many new BitmapImages before the list it is added to overflowed.  I
changed it to reuse the same BitmapImage over, only changing the file
name for each new use of it, and it is stable so far.

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Re: [hlcoders] CUtlLinkedList overflow

2005-10-02 Thread Justin Krenz

Thanks for the response, but that doesn't help at all.  Do you have
experience with this error at all or can you tell me anything about what
CUtlLinkedList is?

Adam amckern Mckern wrote:

It sounds like your sending to many commands, or
useing to much memory with the same asset

Look at your code, and see if you put a function in
the wrong spot

Adam


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Re: [hlcoders] CUtlLinkedList overflow

2005-10-02 Thread Justin Krenz

On the Garry's Mod forum, I managed to find a post about this:
http://forums.facepunchstudios.com/showthread.php?t=19383.  It mentions
that basically this is from the physics system coming under too much
load.  Can anyone at Valve comment on this?  Is there anything I can do
to minimize this error?  It's bizarre because the game world is
completely still when the error can occur.  No physics collisions should
be occurring.

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Re: [hlcoders] CUtlLinkedList overflow

2005-10-01 Thread Adam \amckern\ Mckern
It sounds like your sending to many commands, or
useing to much memory with the same asset

Look at your code, and see if you put a function in
the wrong spot

Adam

--- Justin Krenz [EMAIL PROTECTED] wrote:

 I think I'm in need of some serious help.  I have a
 bug in my mod that
 seems to randomly show up, mainly when I'm not
 really doing anything/the
 player is just standing still and nothing is
 happening in the game
 world.  A small dialog box will appear saying
 CUtlLinkedList
 overflow!.  The call stack points to the error
 being in the engine.dll.
   The next call is for vphysics.dll, and the third
 call is for a
 function ConcatTransforms, towards the bottom of
 this function.  I
 take it this has something to do with my vehicles
 even though there's
 only one, and it's just sitting there.  I can only
 assume that the math
 operations being done in ConcatTransforms is doing
 something bad that
 the engine.dll doesn't like.

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