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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0000849 | Spring engine | General | public | 2008-02-13 23:30 | 2008-02-19 23:39 | ||||
Reporter | KDR_11k | ||||||||
Assigned To | KDR_11k | ||||||||
Priority | normal | Severity | crash | Reproducibility | sometimes | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000849: Crashbug with Lua-spawned units | ||||||||
Description | In KP.net I sometimes get a crash with the Network's Dispatch command. The command spawns units in a ring around another unit and gives them a move order. Sometimes this move order crashes the game. It's the easiest to produce if you use WIP2: Spawn 4 network_big with one give command and don't move them. Spawn 48 network_spam, select them and rightclick onto one of the big units from before (preferrably the closest one so no bumping happens). Once all spam has disappeared with those white flashes, select all four big units, click on dispatch and then on any place on the map. BAM, crash. Works in both 76b1 and SVN. | ||||||||
Additional Information | download link: http://mitglied.lycos.de/KDR_11k/files/Kernel%20Panic%20net%20WIP2.sd7 | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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KDR_11k (reporter) 2008-02-13 23:32 |
when it happens in a multiplayer game all players crash simultaneously. |
Kloot (developer) 2008-02-14 00:16 |
Reproduced stacktrace: #0 0x082aeb27 in SyncedFloat3 (this=0xbfe5be84, f=@0x32c8300c) at rts/System/Sync/SyncedFloat3.h:49 #1 0x08316fe4 in CGroundMoveType::ChangeHeading (this=0xa5ccf40, wantedHeading=0) at rts/Sim/MoveTypes/GroundMoveType.cpp:591 #2 0x08318f4c in CGroundMoveType::Update (this=0xa5ccf40) at rts/Sim/MoveTypes/GroundMoveType.cpp:300 0000003 0x083d59b2 in CUnit::Update (this=0x8ffbc48) at rts/Sim/Units/Unit.cpp:449 0000004 0x083c4834 in CUnitHandler::Update (this=0x9c24520) at rts/Sim/Units/UnitHandler.cpp:249 0000005 0x081d1b5a in CGame::SimFrame (this=0x8b43020) at rts/Game/Game.cpp:2523 #6 0x081d391f in CGame::ClientReadNet (this=0x8b43020) at rts/Game/Game.cpp:2944 #7 0x081d818d in CGame::Update (this=0x8b43020) at rts/Game/Game.cpp:1892 #8 0x084cd1d9 in SpringApp::Update (this=0xbfe5c5a0) at rts/System/Main.cpp:864 #9 0x084d1678 in SpringApp::Run (this=0xbfe5c5a0, argc=1, argv=0xbfe5c694) at rts/System/Main.cpp:1050 0000010 0x084d19b5 in Run (argc=1, argv=0xbfe5c694) at rts/System/Main.cpp:1110 #11 0x084d1bac in main (argc=-1122428866, argv=0x3f7fd19e, envp=0xbb8aa6dc) at rts/System/Main.cpp:1163 #1 0x08316fe4 in CGroundMoveType::ChangeHeading (this=0xa5ccf40, wantedHeading=0) at rts/Sim/MoveTypes/GroundMoveType.cpp:591 591 owner->updir=ground->GetNormal(owner->pos.x, owner->pos.z); print owner->pos.x $2 = -nan(0x400000) print owner->pos.z $3 = -nan(0x400000) |
KDR_11k (reporter) 2008-02-14 08:45 |
I've made the Lua script verbose and GetUnitPosition works fine, reports the numbers it should. Well, the units show up fine too and start moving just fine, only a moment later does it crash... |
KDR_11k (reporter) 2008-02-19 23:39 |
I think I fixed it in r5518, there was a division by the length of a vector difference in the collision code, if two units had the exact same coordinate that would cause a division by zero. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2008-02-13 23:30 | KDR_11k | New Issue | |
2008-02-13 23:30 | KDR_11k | File Added: Kopie (4) von infolog.txt | |
2008-02-13 23:32 | KDR_11k | Note Added: 0001971 | |
2008-02-14 00:16 | Kloot | Note Added: 0001972 | |
2008-02-14 08:45 | KDR_11k | Note Added: 0001973 | |
2008-02-19 23:39 | KDR_11k | Status | new => resolved |
2008-02-19 23:39 | KDR_11k | Resolution | open => fixed |
2008-02-19 23:39 | KDR_11k | Assigned To | => KDR_11k |
2008-02-19 23:39 | KDR_11k | Note Added: 0001976 |