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Common.dll 0x0635C376 crash
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Common.dll 0x0635C376 crash |
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Starport Admin
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So this is a new one, I'm getting a seemingly random crash at 0x0635C376 in Common.dll. I have no information about when or why it'd happen and it's rare enough to be hard to track down. I'm also getting memory leaks (to the extent of having the server get killed by DSPM for high memory usage), so perhaps the two are related.
Has anyone run in that particular crash? I couldn't find anything about it with a cursory search.
Posted on: 2016/6/16 18:58
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: Common.dll 0x0635C376 crash |
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As you've probably noticed, that code is a copy loop
p[i] = p[i+1] and it's p[i+1] that is failing (or maybe just p ). The data points to three signed ints (used as multipliers) and two table offsets (into powers of two), used at 635D360 , eventually traced back to PhySys::FindRayCollisions . Don't know if that's any help, though.
Posted on: 2016/6/18 3:03
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Re: Common.dll 0x0635C376 crash |
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It's the stack trace I couldn't manage to get properly. I'll have to think about what could cause ray collision errors...
Posted on: 2016/6/18 3:48
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: Common.dll 0x0635C376 crash |
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Actually, that might be misleading, as that's where the data itself is used, not where the crash is happening. Reloading a system (
s . using Console in SP) traced that eventually back to PhySys::UnMakePhysicalR from CObject::unmake_physical (and a couple more), and then to PhySys::PhyCollisionStateManager::enable_collisions , which is just PhySys::SetCollisionState . Well, maybe it is something to do with collisions, then.
Posted on: 2016/6/18 4:13
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Re: Common.dll 0x0635C376 crash |
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Starport Admin
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The thing that surprises me is that this is a server crash, but I can't think off the top of my head what collisions the server has to deal with. NPCs ignore all collisions so that shouldn't be it. Players send their own collision events to the server. It'd have to be missiles or beams somehow using the collision infrastructure, I guess?
Posted on: 2016/6/18 14:20
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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Re: Common.dll 0x0635C376 crash |
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The server calls
PhySys::Update , which eventually calls the function in question. Prior to the update, there's calls to CBeam::move ; I also traced a usage of the pointer (at edx+0x1C ) back to PhySys::BeamR , coming across an excessive amount of children warning and there's also Unknown anim_technique in PhySys::_BeamR_Children() . Still don't know if it helps.
Posted on: 2016/6/20 3:21
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Re: Common.dll 0x0635C376 crash |
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Sounds like it'd be related to beams somehow then. I'll keep that in mind, thanks a lot man.
Posted on: 2016/6/20 4:08
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"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try." -Peggy Noonan |
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