Closed wzdev-ci closed 12 years ago
Safety0ff commented
I haven't managed to reproduce this, the closest I've gotten was tripping the following assert:
info |01:04:33: [displayBlueprints:1711] Expected a delivery point.
info |01:04:33: [displayBlueprints:1711] Assert in Warzone: display3d.cpp:1711 (deliveryPointToMove != __null), last script event: 'N/A'
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Safety0ff commented
Maybe related:
info |01:30:58: [renderDeliveryPoint:2583] Invalid assembly point
info |01:30:58: [renderDeliveryPoint:2583] Assert in Warzone: display3d.cpp:2583 (psPosition->factoryType < NUM_FLAG_TYPES && psPosition->factoryInc < MAX_FACTORY_FLAG_IMDS), last script event: '29 (CALL_RESEARCHCOMPLETED)'
info |01:30:58: [renderDeliveryPoint:2583] Invalid assembly point
info |01:30:58: [renderDeliveryPoint:2583] Assert in Warzone: display3d.cpp:2583 (psPosition->factoryType < NUM_FLAG_TYPES && psPosition->factoryInc < MAX_FACTORY_FLAG_IMDS), last script event: '29 (CALL_RESEARCHCOMPLETED)'
info |01:30:58: [renderDeliveryPoint:2583] Invalid assembly point
info |01:30:58: [renderDeliveryPoint:2583] Assert in Warzone: display3d.cpp:2583 (psPosition->factoryType < NUM_FLAG_TYPES && psPosition->factoryInc < MAX_FACTORY_FLAG_IMDS), last script event: 'N/A'
info |01:30:58: [renderDeliveryPoint:2583] Invalid assembly point
info |01:30:58: [renderDeliveryPoint:2583] Assert in Warzone: display3d.cpp:2583 (psPosition->factoryType < NUM_FLAG_TYPES && psPosition->factoryInc < MAX_FACTORY_FLAG_IMDS), last script event: 'N/A'
info |01:30:58: [pie_MatBegin:93] pie_MatBegin past top of the stack
info |01:30:58: [pie_MatBegin:93] Assert in Warzone: piematrix.cpp:93 (_MATRIX_INDEX < 8), last script event: 'N/A'
info |01:30:58: [pie_MatBegin:93] pie_MatBegin past top of the stack
info |01:30:58: [pie_MatBegin:93] Assert in Warzone: piematrix.cpp:93 (_MATRIX_INDEX < 8), last script event: 'N/A'
Steps:
Safety0ff _uploaded file wz2100-20120610_133559-Sk-Rush.jpg
(193.2 KiB)_
my setup for above post
Safety0ff commented
If that assert is invalid ((psPosition->factoryType < NUM_FLAG_TYPES && psPosition->factoryInc < MAX_FACTORY_FLAG_IMDS)'
Then you can overflow an array and likely get your invalid psVerts.
Safety0ff _uploaded file 0001-Make-sure-we-pop-our-matrix-when-triggering-ASSERT_O.patch
(1.6 KiB)_
Safety0ff commented
Looks like "deliveryPointToMove" can become dangling and cause all kinds of issues. Just need to figure out a good solution to this.
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Safety0ff commented
Bah, found more gerard hacks. The delivery points are treated as buildings as a hack to render them...
I suspect it causes more issues in the mouse handling code too.
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Safety0ff changed priority from normal
to major
Safety0ff uploaded file 0001-Fix-dangling-pointer-when-structures-are-destroyed-a.patch
(18.3 KiB)
Safety0ff commented
As a side effect, you can no longer "quick queue" cheat yourself units.
safety0ff changed status from new
to closed
safety0ff changed resolution from ` to
fixed`
safety0ff commented
Fix dangling pointer when structures are destroyed and you are repositioning the delivery point.
Untangles delivery points code from building placement code. You can no longer "quick queue" units from the debug menu.
Fixes #2041.
safety0ff commented
Fix dangling pointer when structures are destroyed and you are repositioning the delivery point.
Untangles delivery points code from building placement code. You can no longer "quick queue" units from the debug menu.
Fixes #2041.
safety0ff commented
Fix dangling pointer when structures are destroyed and you are repositioning the delivery point.
Untangles delivery points code from building placement code. You can no longer "quick queue" units from the debug menu.
Fixes #2041.
safety0ff commented
Fix dangling pointer when structures are destroyed and you are repositioning the delivery point.
Untangles delivery points code from building placement code. You can no longer "quick queue" units from the debug menu.
Fixes #2041.
Cyp commented
Marked #3295 as duplicate of this.
resolution_fixed
type_bug
| by vexedI think it was trying to move the delivery point while the building got blown up.
Issue migrated from trac:2041 at 2022-04-15 22:10:57 -0700