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Pathfinder crashing my game #141
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Hi, Could you please post a minimal reproducible example so I can take a look? Thanks. |
OK, I've genuinely been trying to get this to reproduce in a standalone test for the past half an hour and it just, won't crash. Yet it does crash in Shooter, and if I comment out the pathfinding code in Shooter (It has fallback if style pathfinding code it can use) then it doesn't crash. So ... I'm genuinely at a loss. |
Could the path finder hang during your callback and then result in a hardcrash? Perhaps that's why it doesn't crash in a test program, but does with shooter |
One thing that sometimes works is to copy the game that can crash it into a new folder, then just start ripping the copy apart. Tear out system after system until you either have a minimal example or you've identified the gimmick that crashes it. Not sure how viable it is for your project, but it's an idea if you hadn't yet tried such a thing. |
Yep, that's what I've been doing. Finally got it to crash. Definitely takes a lot longer in the test to crash, but after waiting about 5-10 minutes, it does crash. Here it is. |
I can't seem to reproduce this issue... I've replaced the wait call with |
Dammit, yeah, I tried to crash it again and it wouldn't reproduce. Urg. |
If you are able to build NVGT from source and want to try capturing the traceback yourself from your game that you said crashes much more frequently, the steps are the following:
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Yeah, I just let it run until it nearly got to 17 million finds and almost 100 million vectors and nothing. So it could very well be one of those bugs. Ugh. |
Sure! Now that it's the next day, I shall do this. |
Oh, well I guess that's not happening because the driver kit won't install the debug tools and the windows SDK fails to install them. Why is literally everything conspiring against me here! Lmao |
It's probably a bit old, but here is a standalone folder of them. https://www.dropbox.com/scl/fi/0e6xziql4to6opsfgheuq/Debuggers.7z?rlkey=wskdsorn1u03zihj0t6qcgfwa&dl=1 |
Alrighty, here it is! (1d74.1f8c): C++ EH exception - code e06d7363 (first chance) |
I... Am very confused by this bug. Unless the pathfinder data callback is |
I would honestly recommend running the code under VLD or valgrind at this point. Or enabling address sanitizer and leak sanitizer. Those tools may provide more accurate information. To confirm, @masonasons, you are running the (latest) NVGT from main? Or the latest release? |
It is confusing, in this case the data pointer is of type |
Yeah I'm very confused, at first I thought that CScriptArray's AddRef function was being called because CScriptAny was forwarding calls to it but AddRef doesn't do that on CScriptAny. I am definitely very confused. Like I said, building with asan or lsan or using VLD might help track this kind of bug down (as well as potentially other bugs). |
@samtupy, I did try that in my test, and it doesn't crash at all whatsoever in my test. I'm calling the pathfinder in the same way as in the game in my test. So, I'm very, very confused. |
The pathfinder object is crashing my game, pretty reliably now. This started when the commit that fixes a pathfinder memory leak was committed, as far as I can see. I have no further info than this, because it crashes with no error.
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