View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002129 | FSSCP | multiplayer | public | 2010-02-15 23:30 | 2020-01-14 05:32 |
Reporter | FUBAR-BDHR | Assigned To | FSCyborg | ||
Priority | normal | Severity | crash | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | 3.6.11 | ||||
Summary | 0002129: Assert: (signature >= NPERM_SIG_MIN) in multiutil.cpp line 214 | ||||
Description | Got this on the retail data standalone. Absolutely no idea on this one. Mission was Cet_M07.fs2 Attaching stack and variables. | ||||
Additional Information | 3.6.11 r5868. I have the log and will attach it later. Leaving the debugger open for now so it's locked. Doesn't appear to be anything special in it. | ||||
Tags | No tags attached. | ||||
2010-02-15 23:30
|
nperm_sig_min.txt (14,106 bytes)
Assert: (signature >= NPERM_SIG_MIN) File: multiutil.cpp Line: 214 <no module>! KiFastSystemCallRet <no module>! WaitForSingleObject + 18 bytes <no module>! SCP_DumpStack + 354 bytes <no module>! WinAssert + 208 bytes <no module>! multi_set_network_signature + 327 bytes <no module>! weapon_create + 1454 bytes <no module>! ship_fire_secondary + 3418 bytes <no module>! obj_player_fire_stuff + 310 bytes <no module>! multi_oo_process + 426 bytes <no module>! multi_do_frame + 960 bytes <no module>! game_do_networking + 120 bytes <no module>! game_do_state_common + 144 bytes <no module>! game_do_state + 51 bytes <no module>! gameseq_process_events + 237 bytes <no module>! game_main + 782 bytes <no module>! WinMain + 330 bytes <no module>! __tmainCRTStartup + 358 bytes <no module>! WinMainCRTStartup + 15 bytes <no module>! RegisterWaitForInputIdle + 73 bytes fs2_open_3_6_11d_sse2.exe!debug_int3(char * file=0x00e6c154, int line=902) Line 764 C++ fs2_open_3_6_11d_sse2.exe!WinAssert(char * text=0x00ebedd0, char * filename=0x00ebedb9, int linenum=214) Line 902 + 0x13 bytes C++ > fs2_open_3_6_11d_sse2.exe!multi_set_network_signature(unsigned short signature=7, int what_kind=3) Line 214 + 0x23 bytes C++ fs2_open_3_6_11d_sse2.exe!weapon_create(vec3d * pos=0x0012f18c, matrix * porient=0x0012f0b0, int weapon_type=69, int parent_objnum=5, int group_id=-1, int is_locked=0, int is_spawned=0) Line 4810 + 0x21 bytes C++ fs2_open_3_6_11d_sse2.exe!ship_fire_secondary(object * obj=0x0100ae9c, int allow_swarm=0) Line 10060 + 0x39 bytes C++ fs2_open_3_6_11d_sse2.exe!obj_player_fire_stuff(object * objp=0x0100ae9c, control_info ci={...}) Line 732 + 0xb bytes C++ fs2_open_3_6_11d_sse2.exe!multi_oo_process() Line 1369 + 0x47 bytes C++ fs2_open_3_6_11d_sse2.exe!multi_do_frame() Line 1277 C++ fs2_open_3_6_11d_sse2.exe!game_do_networking() Line 1189 C++ fs2_open_3_6_11d_sse2.exe!game_do_state_common(int state=2, int no_networking=0) Line 6874 C++ fs2_open_3_6_11d_sse2.exe!game_do_state(int state=2) Line 6887 + 0xb bytes C++ fs2_open_3_6_11d_sse2.exe!gameseq_process_events() Line 405 + 0x14 bytes C++ fs2_open_3_6_11d_sse2.exe!game_main(char * cmdline=0x00151f10) Line 7517 + 0x5 bytes C++ fs2_open_3_6_11d_sse2.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x00151f10, int nCmdShow=1) Line 7597 + 0x9 bytes C++ fs2_open_3_6_11d_sse2.exe!__tmainCRTStartup() Line 263 + 0x2c bytes C fs2_open_3_6_11d_sse2.exe!WinMainCRTStartup() Line 182 C kernel32.dll!7c817077() [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] signature 7 unsigned short what_kind 3 int Up one level locals: - pos 0x0012f18c {xyz={...} a1d=0x0012f18c } vec3d * + xyz {x=1113.2451 y=62.149731 z=-320.88055 } vec3d::<unnamed-tag>::<unnamed-type-xyz> + a1d 0x0012f18c float [3] - porient 0x0012f0b0 {vec={...} a2d=0x0012f0b0 a1d=0x0012f0b0 } matrix * + vec {rvec={...} uvec={...} fvec={...} } matrix::<unnamed-tag>::<unnamed-type-vec> + a2d 0x0012f0b0 float [3][3] + a1d 0x0012f0b0 float [9] weapon_type 69 int parent_objnum 5 int group_id -1 int is_locked 0 int is_spawned 0 int - morient {vec={...} a2d=0x0012ef04 a1d=0x0012ef04 } matrix + vec {rvec={...} uvec={...} fvec={...} } matrix::<unnamed-tag>::<unnamed-type-vec> + a2d 0x0012ef04 float [3][3] + a1d 0x0012ef04 float [9] num_deleted 0 int rand_val -1.0737418e+008 float - objp 0x010cf1e8 {next=0x0100a130 prev=0x010b548c signature=33891 ...} object * + next 0x0100a130 struct object obj_create_list {next=0x010b548c prev=0x010cf1e8 signature=0 ...} object * + prev 0x010b548c {next=0x010cf1e8 prev=0x0100a130 signature=33890 ...} object * signature 33891 int type 2 '' char parent 5 int parent_sig 6 int parent_type 1 '' char instance 6 int flags 2055 unsigned int + pos {xyz={...} a1d=0x010cf20c } vec3d + orient {vec={...} a2d=0x010cf218 a1d=0x010cf218 } matrix radius 2.0000000 float + last_pos {xyz={...} a1d=0x010cf240 } vec3d + last_orient {vec={...} a2d=0x010cf24c a1d=0x010cf24c } matrix + phys_info {flags=512 mass=10.000000 center_of_mass={...} ...} physics_info + shield_quadrant 0x010cf3b4 float [4] hull_strength 0.00000000 float sim_hull_strength 0.00000000 float + objsnd_num 0x010cf3cc short [32] net_signature 65528 unsigned short num_pairs 0 int + jnp 0x00000000 {m_name=0x0000000c <Bad Ptr> m_modelnum=??? m_objnum=??? ...} jump_node * + dock_list 0x00000000 {next=??? dockpoint_used=??? docked_objp=??? } dock_instance * + dead_dock_list 0x00000000 {next=??? dockpoint_used=??? docked_objp=??? } dock_instance * collision_group_id 0 int - orient 0x0012ef04 {vec={...} a2d=0x0012ef04 a1d=0x0012ef04 } matrix * + vec {rvec={...} uvec={...} fvec={...} } matrix::<unnamed-tag>::<unnamed-type-vec> + a2d 0x0012ef04 float [3][3] + a1d 0x0012ef04 float [9] objnum 1410 int - wp 0x01d70720 {weapon_info_index=-1 objnum=1410 team=0 ...} weapon * weapon_info_index -1 int objnum 1410 int team 0 int species 0 int lifeleft -0.0019989014 float + start_pos {xyz={...} a1d=0x01d70734 } vec3d target_num -1 int target_sig -1 int nearest_dist 281.03860 float creation_time 42692180 long weapon_flags 0 int + homing_object 0x00ffff70 struct object obj_used_list {next=0x0100a370 prev=0x010a2d9c signature=0 ...} object * + homing_subsys 0x00000000 {next=??? prev=??? system_info=??? ...} ship_subsys * + homing_pos {xyz={...} a1d=0x01d7075c } vec3d swarm_index -1 short missile_list_index -1 int + trail_ptr 0x00000000 {head=??? tail=??? pos=0x00000008 ...} trail * + turret_subsys 0x00000000 {next=??? prev=??? system_info=??? ...} ship_subsys * group_id -1 int det_range 0.00000000 float thruster_bitmap -1 int thruster_frame 0.00000000 float thruster_glow_bitmap -1 int thruster_glow_frame 0.00000000 float thruster_glow_noise 1.0000000 float laser_bitmap_frame 0.00000000 float laser_glow_bitmap_frame 0.00000000 float pick_big_attack_point_timestamp 6690470 int + big_attack_point {xyz={...} a1d=0x01d707a0 } vec3d cmeasure_ignore_objnum -1 int cmeasure_chase_objnum -1 int cscrew_index -1 short particle_spew_time 6647284 int flak_index 0 short lssm_warpout_time 0 long lssm_warpin_time 0 long lssm_stage -1 int lssm_warp_idx 0 int lssm_warp_time 0.00000000 float lssm_warp_pct 0.00000000 float + lssm_target_pos {xyz={...} a1d=0x01d707d8 } vec3d alpha_backward 0 unsigned char alpha_current -1.0000000 float weapon_max_vel 1000.0000 float - wip 0x01dc454c {name=0x01dc454c "Piranha" alt_name=0x01dc456c "" title=0x01dc458c "GTM-10 Piranha" ...} weapon_info * + name 0x01dc454c "Piranha" char [32] + alt_name 0x01dc456c "" char [32] + title 0x01dc458c "GTM-10 Piranha" char [48] + desc 0x0342daa8 "Standard Issue Area Effect Fighter Suppresion Weapon" char * subtype 1 int render_type 2 int + pofbitmap_name 0x01dc45c8 "piranha.pof" char [32] model_num 58660 int + external_model_name 0x01dc45ec "" char [32] external_model_num 58660 int hud_target_lod -1 int + tech_desc 0x0342db20 "A third-generation version of the old Synaptic and Havoc missiles, the GTM-10 Piranha provides bombers with a high-explosive anti-fighter screen. The Piranha is detonated remotely by pressing the Secondary weapon trigger a second time. This releases over a dozen small, heat-seeking missiles that attack any enemy vessel within range. This function makes the missile effective against in char * + tech_anim_filename 0x01dc4618 "Tech_Piranha" char [32] + tech_title 0x01dc4638 "GTM-10 Piranha" char [32] + tech_model 0x01dc4658 "" char [32] + hud_filename 0x01dc4678 "" char [32] hud_image_index -1 int + laser_bitmap {filename=0x01dc469c "" first_frame=-1 num_frames=0 ...} generic_anim + laser_glow_bitmap {filename=0x01dc4700 "" first_frame=-1 num_frames=0 ...} generic_anim laser_length 10.000000 float + laser_color_1 {screen_sig=0 red='�' green='�' ...} color + laser_color_2 {screen_sig=0 red=0 green=0 ...} color laser_head_radius 1.0000000 float laser_tail_radius 1.0000000 float max_speed 90.000000 float free_flight_time 0.00000000 float mass 20.000000 float fire_wait 5.0000000 float damage 100.00000 float + shockwave {name=0x01dc47bc "" pof_name=0x01dc47dc "" inner_rad=75.000000 ...} shockwave_create_info + dinky_shockwave {name=0x01dc4820 "" pof_name=0x01dc4840 "" inner_rad=75.000000 ...} shockwave_create_info arm_time 0 long arm_dist 0.00000000 float arm_radius 0.00000000 float det_range 0.00000000 float det_radius 0.00000000 float armor_factor 1.0000000 float shield_factor 0.75000000 float subsystem_factor 1.0000000 float life_min -1.0000000 float life_max -1.0000000 float lifetime 4.0000000 float energy_consumed 0.00000000 float wi_flags 657432 int wi_flags2 0 int turn_time 1.0000000 float cargo_size 12.000000 float rearm_rate 10.000000 float weapon_range 1.0000000e+009 float num_spawn_weapons_defined 1 int total_children_spawned 15 int + spawn_info 0x01dc48d4 {spawn_type=87 spawn_count=15 spawn_angle=180.00000 } spawn_weapon_info [5] swarm_count -1 short min_lock_time 0.00000000 float lock_pixels_per_sec 50 int catchup_pixels_per_sec 50 int catchup_pixel_penalty 50 int fov 0.00000000 float seeker_strength 1.0000000 float launch_snd 93 int impact_snd 101 int disarmed_impact_snd -1 int flyby_snd -1 int + tr_info {pt={...} w_start=0.25000000 w_end=0.75000000 ...} trail_info + icon_filename 0x01dc4974 "iconPiranha" char [32] + anim_filename 0x01dc4994 "Piranha" char [32] impact_weapon_expl_index 1 int impact_explosion_radius 20.000000 float dinky_impact_weapon_expl_index 1 int dinky_impact_explosion_radius 20.000000 float flash_impact_weapon_expl_index -1 int flash_impact_explosion_radius 0.00000000 float piercing_impact_weapon_expl_index -1 int piercing_impact_explosion_radius 0.00000000 float piercing_impact_particle_count 0 int piercing_impact_particle_life 0.00000000 float piercing_impact_particle_velocity 0.00000000 float piercing_impact_particle_back_velocity 0.00000000 float piercing_impact_particle_variance 0.00000000 float emp_intensity 300.00000 float emp_time 10.000000 float weapon_reduce 10.000000 float afterburner_reduce 10.000000 float + b_info {beam_type=-1 beam_life=-1.0000000 beam_warmup=-1 ...} beam_weapon_info tag_time -1.0000000 float tag_level -1 int muzzle_flash -1 int SSM_index -1 int particle_spew_count 1 int particle_spew_time 25 int particle_spew_vel 0.40000001 float particle_spew_radius 2.0000000 float particle_spew_lifetime 0.15000001 float particle_spew_scale 0.80000001 float + particle_spew_anim {filename=0x01dc4dd8 "" first_frame=-1 num_frames=0 ...} generic_anim cs_num_fired 4 int cs_radius 1.2500000 float cs_twist 5.0000000 float cs_crotate 1 int cs_delay 30 int + decal_texture {filename=0x01dc4e50 "" bitmap_id=-1 } generic_bitmap decal_glow_texture_id -1 int decal_burn_texture_id -1 int + decal_backface_texture {filename=0x01dc4e7c "" bitmap_id=-1 } generic_bitmap decal_burn_time 1000 int decal_rad -1.0000000 float elec_time 8000 int elec_eng_mult 1.0000000 float elec_weap_mult 1.0000000 float elec_beam_mult 1.0000000 float elec_sensors_mult 1.0000000 float elec_randomness 2000 int elec_use_new_style 0 int lssm_warpout_delay 0 int lssm_warpin_delay 0 int lssm_stage5_vel 0.00000000 float lssm_warpin_radius 0.00000000 float lssm_lock_range 1000000.0 float field_of_fire 0.00000000 float shots 1 int cm_aspect_effectiveness 1.0000000 float cm_heat_effectiveness 1.0000000 float cm_effective_rad 300.00000 float SwarmWait 150 int WeaponMinRange 0.00000000 float weapon_submodel_rotate_accell 10.000000 float weapon_submodel_rotate_vel 0.00000000 float damage_type_idx -1 int alpha_max 1.0000000 float alpha_min 0.00000000 float alpha_cycle 0.00000000 float + sc_collide_ship {o_language=0 o_index=0 h_language=0 ...} script_hook + sc_collide_weapon {o_language=0 o_index=0 h_language=0 ...} script_hook weapon_hitpoints 0 int burst_shots 0 int burst_delay 1.0000000 float burst_flags 0 int + thruster_flame {filename=0x01dc4f3c "" first_frame=-1 num_frames=0 ...} generic_anim + thruster_glow {filename=0x01dc4fa0 "" first_frame=-1 num_frames=0 ...} generic_anim thruster_glow_factor 1.0000000 float target_lead_scaler 0.00000000 float + targeting_priorities 0x01dc500c int [32] num_targeting_priorities 0 int n 6 int - parent_objp 0x0100ae9c {next=0x0100b0d8 prev=0x0100ac60 signature=6 ...} object * + next 0x0100b0d8 {next=0x0100b9c8 prev=0x0100ae9c signature=7 ...} object * + prev 0x0100ac60 {next=0x0100ae9c prev=0x0100aa24 signature=5 ...} object * signature 6 int type 1 '' char parent -1 int parent_sig 6 int parent_type 1 '' char instance 5 int flags 71 unsigned int + pos {xyz={...} a1d=0x0100aec0 } vec3d + orient {vec={...} a2d=0x0100aecc a1d=0x0100aecc } matrix radius 20.764433 float + last_pos {xyz={...} a1d=0x0100aef4 } vec3d + last_orient {vec={...} a2d=0x0100af00 a1d=0x0100af00 } matrix + phys_info {flags=258 mass=691.03784 center_of_mass={...} ...} physics_info + shield_quadrant 0x0100b068 float [4] hull_strength 330.96246 float sim_hull_strength 0.00000000 float + objsnd_num 0x0100b080 short [32] net_signature 83 unsigned short num_pairs 47 int + jnp 0x00000000 {m_name=0x0000000c <Bad Ptr> m_modelnum=??? m_objnum=??? ...} jump_node * + dock_list 0x00000000 {next=??? dockpoint_used=??? docked_objp=??? } dock_instance * + dead_dock_list 0x00000000 {next=??? dockpoint_used=??? docked_objp=??? } dock_instance * collision_group_id 0 int |
2010-02-17 22:07
|
|
|
FUBAR, thank you very much for the stack trace. Based on that, I think I traced this Assert to a ushort overflow. I have submitted a PR, but it's in draft status because I cannot test to make sure that I didn't break anything. I just need to eventually get a multi testing solution up and running. |
|
Fix is now in trunk, post 19.0RC2 |
Date Modified | Username | Field | Change |
---|---|---|---|
2010-02-15 23:30 | FUBAR-BDHR | New Issue | |
2010-02-15 23:30 | FUBAR-BDHR | File Added: nperm_sig_min.txt | |
2010-02-17 22:07 | FUBAR-BDHR | File Added: 2129.rar | |
2013-12-01 10:38 | Echelon9 | Severity | minor => crash |
2019-12-14 22:40 | FSCyborg | Assigned To | => FSCyborg |
2019-12-14 22:40 | FSCyborg | Status | new => assigned |
2019-12-14 22:43 | FSCyborg | Status | assigned => code review |
2019-12-14 22:43 | FSCyborg | Note Added: 0016945 | |
2019-12-14 22:44 | FSCyborg | Note Edited: 0016945 | |
2020-01-14 05:32 | FSCyborg | Status | code review => resolved |
2020-01-14 05:32 | FSCyborg | Resolution | open => fixed |
2020-01-14 05:32 | FSCyborg | Note Added: 0016955 |