MegaGlest Forum
Archives (read only) => Glest Advanced Engine => Bug reports => Topic started by: Mr War on 12 January 2011, 21:07:15
-
Whilst playing Japanese faction Mod
Crash
Version: Advanced Engine 0.3.2
Time: Tue Jan 11 19:35:45 2011
Description: Access violation (Writing address: 0x00000000)
Call Stack:
Frame Code address
0x00000000 0x03EE6678 devProcessAttach+0x12a98
(http://www.freeimagehosting.net/uploads/4f23f5b354.jpg) (http://www.freeimagehosting.net/)
-
I played Japanese faction 0.75a for about an hour on latest dev build and had no crash. Can you reproduce this? Do you have 0.3.2 that silnarm reuploaded to fix the missing debug symbols?
-
Yeah, please get the new binary pack:
https://forum.megaglest.org/index.php?topic=6283.msg65471#msg65471
and try to get it crashing again. That way we get a better stack trace and can fix this problem quicker.
-
Crash
Version: Advanced Engine 0.3.2
Time: Sat Jan 15 00:22:06 2011
Description: Access violation (Writing address: 0x00000000)
Call Stack:
Frame Code address
0x017AF7B8 0x03E86678 devProcessAttach+0x12a98
0x017AFF34 0x03F92C0B devProcessAttach+0x11f02b
0x017AFF84 0x00AE8A0D
0x017AFFD0 0x7743D0E9 BaseThreadInitThunk+0x12
0x017AFFD4 0x7782198E RtlInitializeExceptionChain+0x36
0x017AFFD8 0x00C61DEA PHYSFS_writeUBE64+0x23a9a
0x017AFFDC 0x7FFDA000
=======================
-
Looking at PHYSFS_write(file, pbase(), 1, size); in OFileStreambuf::overflow isn't the third parameter the size?
-
Looking at PHYSFS_write(file, pbase(), 1, size); in OFileStreambuf::overflow isn't the third parameter the size?
Yes, but that is fine. In this case the objects of interest are bytes, and we want to read 'size' of them.
Ultimately it shouldn't really matter, the operation should write size * count bytes, so even if they are the 'wrong way around', it should still work.
This is a rather odd one, the 'ProcessAttach' would suggest it is a DLL problem, but if this is happening in game, then they all would have been loaded long before . . .
-
Should there be any reading or writing whilst game is playing?
Do the entry points get executed each time a thread is created, or?
(I guess this is windows, so I have only vague memory on that point)
-
Should there be any reading or writing whilst game is playing?
I would assume there is, since the AI logs, etc are written.
-
Found this little gem while perusing the Japanese faction topic...
Windows. I got the same crash again - seems to be when Samurai appears on screen