understanding stacktrace translation

understanding stacktrace translation

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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

understanding stacktrace translation

Post by 1v0ry_k1ng »

I have reason to beleive theres a line of bad code in XTA, but I dont understand the stacktrace translation
(0) CCobInstance::EmitSfx(int, int)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/COB/CobInstance.cpp:648

(1) CCobThread::Tick(int)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/COB/CobThread.cpp:515

(2) CCobInstance::RealCall(int, std::vector<int, std::allocator<int> >&, void (*)(int, void*, void*), void*, void*)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/COB/CobInstance.cpp:259

(3) CCobInstance::Call(int)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/COB/CobInstance.cpp:192

(4) CWeapon::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Weapons/Weapon.cpp:292

(5) CMissileLauncher::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Weapons/MissileLauncher.cpp:43

(6) CUnit::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/Unit.cpp:430

(7) CUnitHandler::Update()
/opt/mingw42/lib/gcc/i586-mingw32msvc/4.2.0/include/c++/bits/stl_list.h:150

(8) CGame::SimFrame()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:2379

(9) CGame::ClientReadNet()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:2736

(10) CGame::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:1776

(11) SpringApp::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:838

(12) SpringApp::Run(int, char**)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1023

(13) Run(int, char**)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1083

(14) WinMain@16
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1146

(15) luabind::detail::create_class::stage2(lua_State*)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/lua/luabind/src/create_class.cpp:104

(16) ??
WeaponDefHandler.cpp:0

(17) ??
WeaponDefHandler.cpp:0

(18) ??
??:0
what should this tell me?
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

That somebody borked up an explosion generator.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

thx, any idea of the name of the explosion or anything that would help finding it?
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Well the top line is the function that caused the exception, obviously a call for a CEG. No way to tell which one though, without a debug haxxed version of spring (which you'll have to bug someone to compile, and is very very slow).
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

The Arm Swatter seems to have a type bitmask of 1025, so it's referencing an invalid array position (1) or a corrupt CEG. To reproduce, do:

Code: Select all

.cheat
.give arm_swatter
<tell the Swatter to force-fire>
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

ah ha! swatter crashes the game! thankyou kloot :-) ! is there any other problems given by the stacktrace?
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re:

Post by hoijui »

Kloot wrote:

Code: Select all

.cheat
.give arm_swatter
<tell the Swatter to force-fire>
this works fine with XTA 9.52 -> mantis bug 0000589 closed
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: understanding stacktrace translation

Post by Kloot »

This was not just a mod-side problem; the engine did not perform any explosion generator index bounds-checks pre-76b1, which actually caused the crash reported here. (--> you might want to use '->' less quickly in the future :)) Also, there is no need to kick old threads whenever you close an ancient Mantis entry that references them.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: understanding stacktrace translation

Post by hoijui »

yeah ok, i should not hav eresurrected the thread, but the problem presented by the bug report was fixed. it was not visible from the bug report and this thread, that there was an other problem, so its justified anyway, that i closed the bug.
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