[Bf-committers] 2.36 status...

Ton Roosendaal ton at blender.org
Tue Dec 14 13:35:58 CET 2004


Hi,

I am not familiar with asserts, but i regular compile debug builds with  
"-g", I suppose you mean something else? Do we have to compile solid  
with asserts on or so? (N00b alert!)

Remaining issues;
- why did it run OK at your machine? Any clue we can learn from?
- Gino likely won't respond - did he ever for you? - so maybe we could  
check if DT_Count can better become signed int everywhere?
- is, with this patch, the engine OK for release for you?

Thanks,

-Ton-


On 14 Dec, 2004, at 10:30, Kester Maddock wrote:

> Hi Jacques,
>
> That is what the assert is supposed to check for - I guess no one  
> compiles
> debug builds.
>
> If this works for most people, commit it and send it to Gino for help.
>
> Kester
>
>
> On Monday 15 November 2004 16:10, Jacques Beaurain wrote:
>> Hi,
>>
>> Tried it over here on Windows XP (Visual Studio build) and managed to
>> crash using #2006 instructions. The call stack is below for those that
>> knows the game engine a bit better than I do (I don't at all, but  
>> would
>> like to). It is kind of hard to figure out what went wrong (although  
>> the
>> routine does look a bit unsafe to me; also explained below). I stop in
>> the SumoPhysicsController destructor a couple of times after hitting
>> escape and then crash here because I am inside a member function of an
>> invalid BP_Endpoint object.
>>
>>     blender.exe!BP_Endpoint::getType()  Line 69 + 0x3 bytes    C++
>>      blender.exe!BP_EndpointList::stab(const BP_Endpoint & pos={...},
>> BP_ProxyList & proxies={...})  Line 44 + 0x8 bytes    C++
>>      blender.exe!BP_EndpointList::range(const BP_Endpoint & min={...},
>> const BP_Endpoint & max={...}, unsigned short & first=7, unsigned  
>> short
>> & last=62, BP_ProxyList & proxies={...})  Line 86 + 0x10 bytes    C++
>>      blender.exe!BP_EndpointList::removeInterval(unsigned short  
>> first=7,
>> unsigned short last=62, BP_ProxyList & proxies={...})  Line 155    C++
>>      blender.exe!BP_Proxy::remove(BP_ProxyList & proxies={...})  Line  
>> 63
>> + 0x37 bytes    C++
>>      blender.exe!BP_Scene::destroyProxy(BP_Proxy * proxy=0x04dd0648)
>> Line 55    C++
>>      blender.exe!BP_DestroyProxy(BP_SceneHandle__ * scene=0x0367e398,
>> BP_ProxyHandle__ * proxy=0x04dd0648)  Line 56    C++
>>      blender.exe!DT_Scene::removeObject(DT_Object & object={...})   
>> Line
>> 129 + 0x17 bytes    C++
>>      blender.exe!DT_RemoveObject(DT_SceneHandle__ * scene=0x0465d3d0,
>> DT_ObjectHandle__ * object=0x04dd0518)  Line 310    C++
>>      blender.exe!SM_Scene::remove(SM_Object & object={...})  Line 150  
>> +
>> 0x14 bytes    C++
>>      blender.exe!SumoPhysicsController::~SumoPhysicsController()  Line
>> 71    C++
>>      blender.exe!KX_SumoPhysicsController::~KX_SumoPhysicsController()
>> Line 217 + 0x20 bytes    C++
>>      blender.exe!KX_SumoPhysicsController::`scalar deleting
>> destructor'()  + 0x14 bytes    C++
>>      blender.exe!SG_IObject::~SG_IObject()  Line 165 + 0x27 bytes     
>> C++
>>      blender.exe!SG_Spatial::~SG_Spatial()  Line 91 + 0x24 bytes     
>> C++
>>      blender.exe!SG_Node::~SG_Node()  Line 66 + 0x1d bytes    C++
>>      blender.exe!SG_Node::`scalar deleting destructor'()  + 0x14
>> bytes    C++
>>      blender.exe!KX_Scene::RemoveNodeDestructObject(SG_IObject *
>> node=0x035c4208, CValue * gameobj=0x03670958)  Line 357 + 0x20 bytes   
>>   C++
>>      blender.exe!KX_SceneDestructionFunc(SG_IObject * node=0x035c4208,
>> void * gameobj=0x03670958, void * scene=0x0466ff78)  Line 91    C++
>>      blender.exe!SG_IObject::ActivateDestructionCallback()  Line 129 +
>> 0x1a bytes    C++
>>      blender.exe!SG_Node::Destruct()  Line 128    C++
>>      blender.exe!KX_Scene::RemoveObject(CValue * gameobj=0x03670958)
>> Line 644    C++
>>      blender.exe!KX_Scene::~KX_Scene()  Line 174    C++
>>      blender.exe!KX_Scene::`scalar deleting destructor'()  + 0x14
>> bytes    C++
>>      blender.exe!KX_KetsjiEngine::StopEngine()  Line 836 + 0x21 bytes
>> C++ blender.exe!StartKetsjiShell(ScrArea * area=0x046956dc, char *
>> scenename=0x046a00c6, Main * maggie=0x046899bc, int
>> always_use_expand_framing=1)  Line 335    C++
>>      blender.exe!start_game()  Line 473 + 0x1b bytes    C
>>      blender.exe!do_view3d_buttons(short event=152)  Line 3570    C
>>      blender.exe!do_headerbuttons(short event=152)  Line 2072 + 0x15
>> bytes    C
>>      blender.exe!scrarea_dispatch_header_events(ScrArea *
>> sa=0x04693634)  Line 488 + 0xa bytes    C
>>      blender.exe!screen_dispatch_events()  Line 963 + 0x9 bytes    C
>>      blender.exe!screenmain()  Line 1216    C
>>      blender.exe!main(int argc=1, unsigned char * * argv=0x01082da0)
>> Line 604    C
>>      blender.exe!mainCRTStartup()  Line 283 + 0x12 bytes    C
>>      kernel32.dll!7c816d4f()
>>      kernel32.dll!7c8399f3()
>>
>> Looking  at  BP_EndpointList::stab, it  i (unsigned short) has been
>> decremented from 0 and now points to an invalid location (65535) in  
>> the
>> endpoint list. However count is still 1 and the loop continued which
>> caused the crash. With limited knowledge and time to investigate this  
>> at
>> the moment a quick fix seems to just do what I did in the patch
>> attached, I compiled with it and it seemed to resolve the problem,  
>> but I
>> did not try the other issues though. I did not look into this because  
>> of
>> time constraints right now and with my limited knowledge I expect that
>> something elsewhere is wrong, but hopefully someone can find this
>> information useful.
>>
>> Cheers,
>> Jacques
>>
>> BTW, the game seems to start okay, but then the screen goes grey  
>> after I
>> move around a bit (fall through the floor?) and when I hit escape the
>> abort happens.
>>
>> Ton Roosendaal wrote:
>>> Hi,
>>>
>>> Went with Kester today over engine status. He advised to release,
>>> since  for him the engine runs better than ever. :)
>>>
>>> The unsolved issue is still why we get crashes... the version running
>>> at Kester's survives bug #2006 and the conveyorbelt.blend without
>>> issues. All other tests done until now give crashes for it in release
>>> candidates built for Linux, OSX and Windows.
>>>
>>> Kester tried both building with scons and make, both run fine. CVS is
>>> on same level, no files forgotten to commit, no weird options for
>>> compiling. In short, a mystery still.
>>>
>>> If people have time to help, try to collect clues. Like is Solid
>>> really  compiled OK? Is the intern/moto/ really OK? Full clean
>>> recompile done?  No cvs sticky tags sneaked in?
>>>
>>> Kester; had no time to ask (darn timezones!) but can you upload your
>>> binary build?
>>>
>>> Clueless in Amsterdam,
>>>
>>> -Ton-
>>>
>>> --------------------------------------------------------------------- 
>>> ---
>>> --
>>> Ton Roosendaal  Blender Foundation ton at blender.org
>>> http://www.blender.org
>>>
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers at projects.blender.org
>>> http://projects.blender.org/mailman/listinfo/bf-committers
>
> -- 
> The rule on staying alive as a program manager is to give 'em a number  
> or
> give 'em a date, but never give 'em both at once.
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>
------------------------------------------------------------------------ 
--
Ton Roosendaal  Blender Foundation ton at blender.org  
http://www.blender.org



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