View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002051 | FSSCP | multiplayer | public | 2009-11-24 23:07 | 2014-08-17 03:04 |
Reporter | FUBAR-BDHR | Assigned To | |||
Priority | normal | Severity | crash | Reproducibility | random |
Status | closed | Resolution | unable to reproduce | ||
Product Version | 3.6.11 | ||||
Fixed in Version | 3.7.2 | ||||
Summary | 0002051: ASSERTION: "pm->missile_banks != NULL" at object.cpp:783 | ||||
Description | Noticed a rash of these lately on standalones. Ship and weapons varies but the spot varies. I've seen primary weapons info get to here. Had a FSPort fighter try to fire the lucifer main beam here. This last one appears to be a transport trying to fire secondaries when it doesn't have any. | ||||
Additional Information | 3.6.11 r5666. Attaching logs and info. | ||||
Tags | No tags attached. | ||||
2009-11-24 23:07
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2009-12-29 20:22
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alpha4_meson_bomb.txt (11,218 bytes)
fs2_open_3_6_11d_sse2.exe!debug_int3(char * file=0x00e61f6c, int line=902) Line 764 C++ fs2_open_3_6_11d_sse2.exe!WinAssert(char * text=0x00e608ec, char * filename=0x00e606d0, int linenum=783) Line 902 + 0x13 bytes C++ > fs2_open_3_6_11d_sse2.exe!obj_move_call_physics(object * objp=0x00ffc618, float frametime=0.25000000) Line 783 + 0x24 bytes C++ fs2_open_3_6_11d_sse2.exe!obj_move_all(float frametime=0.25000000) Line 1404 + 0x10 bytes C++ fs2_open_3_6_11d_sse2.exe!game_simulation_frame() Line 4296 + 0xf bytes C++ fs2_open_3_6_11d_sse2.exe!game_frame(int paused=0) Line 4746 C++ fs2_open_3_6_11d_sse2.exe!game_do_frame() Line 5173 + 0x7 bytes C++ fs2_open_3_6_11d_sse2.exe!game_do_state(int state=2) Line 6944 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 7510 + 0x5 bytes C++ fs2_open_3_6_11d_sse2.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x00151f10, int nCmdShow=1) Line 7590 + 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] - pm 0x04fc0d98 {id=2321 version=2117 filename=0x04fc0da0 "Bomb2t-01.pof" ...} polymodel * id 2321 int version 2117 int + filename 0x04fc0da0 "Bomb2t-01.pof" char [64] flags 2 unsigned int n_detail_levels 4 int + detail 0x04fc0de8 int [8] + detail_depth 0x04fc0e08 float [8] num_debris_objects 0 int + debris_objects 0x04fc0e2c int [32] n_models 4 int + mins {xyz={...} a1d=0x04fc0eb0 } vec3d + maxs {xyz={...} a1d=0x04fc0ebc } vec3d + bounding_box 0x04fc0ec8 {xyz={...} a1d=0x04fc0ec8 } vec3d [8] num_lights 0 int + lights 0x00000000 {pos={...} type=??? value=??? } bsp_light * n_view_positions 0 int + view_positions 0x04fc0f34 {parent=0 pnt={...} norm={...} } eye [10] + autocenter {xyz={...} a1d=0x04fc104c } vec3d rad 244.60619 float core_radius 68.176834 float n_textures 1 int + maps 0x04fc1064 {textures=0x04fc1064 is_ambient=false is_transparent=false } texture_map [64] + submodel 0x04f620a8 {name=0x04f620a8 "detail0" movement_type=-1 movement_axis=-1 ...} bsp_info * n_guns 0 int n_missiles 0 int n_docks 1 int n_thrusters 0 int + gun_banks 0x00000000 {num_slots=??? pnt=0x00000004 norm=0x00000130 ...} w_bank * + missile_banks 0x00000000 {num_slots=??? pnt=0x00000004 norm=0x00000130 ...} w_bank * + docking_bays 0x047a7578 {num_slots=2 type_flags=1 num_spline_paths=1 ...} dock_bay * + thrusters 0x00000000 {num_points=??? points=??? wash_info_pointer=??? ...} thruster_bank * + ship_bay 0x04f61ff0 {num_paths=0 path_indexes=0x04f61ff4 arrive_flags=0 ...} ship_bay * + shield {nverts=0 ntris=0 verts=0x00000000 ...} shield_info + shield_collision_tree 0x00000000 <Bad Ptr> unsigned char * sldc_size 0 int n_paths 1 int + paths 0x047a7658 {name=0x047a7658 "$path01" parent_name=0x047a7678 "dock01-01" parent_submodel=-1 ...} model_path * mass 57743.594 float + center_of_mass {xyz={...} a1d=0x04fc25b0 } vec3d + moment_of_inertia {vec={...} a2d=0x04fc25bc a1d=0x04fc25bc } matrix + octants 0x04fc25e0 {min={...} max={...} nverts=525 ...} model_octant [8] num_xc 25 int + xc 0x04fc3bc8 {z=-183.05798 radius=36.143993 } cross_section * num_split_plane 0 int + split_plane 0x04fc272c float [5] + ins 0x04fc2740 {detail_level=0 num_faces=0 faces=0x04fc2748 ...} insignia [6] num_ins 0 int ram_used 1101732 int debug_info_size 221 int + debug_info 0x047a7790 "PMFSaveToPOF: Compiled on PCS 2.0.1 Stable (Feb 11 2008 19:05:56) with PCS 2.0 Compiler Version 2 Final max BSP depth was 15 most polys in a single node was 1 Total Compile time was 1562ms, tree generation time was 46ms" char * used_this_mission 1 int n_glow_point_banks 0 int + glow_point_banks 0x00000000 {type=??? glow_timestamp=??? on_time=??? ...} glow_point_bank * gun_submodel_rotation 0.00000000 float engine_strength 1.0000000 float - shipp 0x014d4948 {objnum=4 ai_index=4 ship_info_index=52 ...} ship * objnum 4 int ai_index 4 int ship_info_index 52 int hotkey -1 int escort_priority 0 int score 12 int assist_score_pct 0.00000000 float respawn_priority 0 int pre_death_explosion_happened 0 unsigned char wash_killed 0 unsigned char cargo1 0 char wing_status_wing_index 0 char wing_status_wing_pos 3 '' char alt_type_index -1 '�' char callsign_index -1 '�' char targeting_laser_bank -1 '�' char num_corkscrew_to_fire 0 unsigned char targeting_laser_objnum -1 int next_corkscrew_fire 1 int final_death_time 0 int death_time -1 int end_death_time 0 int really_final_death_time 0 int + deathroll_rotvel {xyz={...} a1d=0x014d498c } vec3d + warpin_effect 0x04875f28 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...} WarpEffect * + warpout_effect 0x047a78b0 {portal_objp=0x00000000 total_time_start=-842150451 total_time_end=-842150451 ...} WarpEffect * next_fireball 0 int next_hit_spark 0 int num_hits 0 int + sparks 0x014d49ac {pos={...} submodel_num=0 end_time=0 } ship_spark [8] special_exp_index -1 int special_hitpoint_index -1 int ship_max_shield_strength 0.00000000 float ship_max_hull_strength 400.00000 float ship_guardian_threshold 0 int + ship_name 0x014d4a60 "Alpha 4" char [32] team 4 int time_cargo_revealed 0 long arrival_location 0 int arrival_distance 0 int arrival_anchor -1 int arrival_path_mask 0 int arrival_cue 0 int arrival_delay 0 int departure_location 0 int departure_anchor -1 int departure_path_mask 0 int departure_cue 0 int departure_delay 0 int wingnum 0 int orders_accepted 49407 int + subsys_list {next=0x014d4abc prev=0x014d4abc system_info=0x00000000 ...} ship_subsys + last_targeted_subobject 0x014d5980 ship_subsys * [12] + subsys_info 0x014d59b0 {num=0 total_hits=0.00000000 current_hits=0.00000000 } ship_subsys_info [12] + shield_integrity 0x00000000 float * shield_recharge_index 4 int weapon_recharge_index 4 int engine_recharge_index 4 int weapon_energy 0.00000000 float current_max_speed 0.00000000 float next_manage_ets 310404 int flags 23068672 unsigned int flags2 0 unsigned int reinforcement_index -1 int afterburner_fuel 0.00000000 float cmeasure_count 0 int current_cmeasure 80 int cmeasure_fire_stamp 1 int target_shields_delta 0.00000000 float target_weapon_energy_delta 0.00000000 float + weapons {num_primary_banks=1 num_secondary_banks=1 num_tertiary_banks=0 ...} ship_weapon shield_hits 0 int wash_intensity 0.00000000 float + wash_rot_axis {xyz={...} a1d=0x014d5be8 } vec3d wash_timestamp 1 int num_swarm_missiles_to_fire 0 int next_swarm_fire 1 int next_swarm_path 0 int num_turret_swarm_info 0 int group 0 int death_roll_snd -1 int ship_list_index 4 int 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 thruster_secondary_glow_bitmap -1 int thruster_tertiary_glow_bitmap -1 int next_engine_stutter 1 int base_texture_anim_frametime 234834935 long total_damage_received 0.00000000 float + damage_ship 0x014d5c3c float [32] + damage_ship_id 0x014d5cbc int [32] persona_index -1 int subsys_disrupted_flags 0 int subsys_disrupted_check_timestamp 1 int create_time 3479117 unsigned int ts_index 3 int large_ship_blowup_index -1 int + sub_expl_sound_handle 0x014d5d54 int [2] + arc_pts 0x014d5d5c vec3d [2][2] + arc_timestamp 0x014d5d8c int [2] + arc_type 0x014d5d94 "" unsigned char [2] arc_next_time 0 int emp_intensity -1.0000000 float emp_decr 0.00000000 float + trail_ptr 0x014d5da4 trail * [12] tag_total 0.00000000 float tag_left -1.0000000 float time_first_tagged 0 long level2_tag_total 0.00000000 float level2_tag_left -1.0000000 float + np_updates 0x014d5de8 {seq=0 update_stamp=1 status_update_stamp=1 ...} np_update [12] lightning_stamp -1 int awacs_warning_flag 1 '' unsigned char special_warp_objnum -1 int + fighter_beam_turret_data {next=0x00000000 prev=0x00000000 system_info=0x00000000 ...} ship_subsys + beam_sys_info {flags=0 name=0x014d6dac "" subobj_name=0x014d6dcc "" ...} model_subsystem + was_firing_last_frame 0x014d7048 int [3] primitive_sensor_range 10000 int + ship_replacement_textures 0x00000000 int * current_viewpoint 0 int + ABtrail_ptr 0x014d7060 trail * [12] + ab_info 0x014d7090 {pt={...} w_start=1.2000000 w_end=0.050000001 ...} trail_info [12] ab_count 0 int + glow_point_bank_active {...} SCP_vector<bool> + texture_translation_key {xyz={...} a1d=0x014d7448 } vec3d + current_translation {xyz={...} a1d=0x014d7454 } vec3d cloak_stage 0 int time_until_full_cloak 1 long cloak_alpha 255 int time_until_uncloak 0 long + ship_decal_system {decals=0x00000000 n_decal_textures=0 decals_modified=false ...} decal_system + last_fired_point 0x014d7480 int [3] bay_doors_anim_done_time 0 int bay_doors_status 0 unsigned char bay_doors_wanting_open 0 int bay_doors_launched_from 0 unsigned char bay_doors_need_open false bool bay_doors_parent_shipnum -1 int + secondary_point_reload_pct 0x014d74a0 float [4][25] + reload_time 0x014d7630 float [4] + primary_rotate_rate 0x014d7640 float [3] + primary_rotate_ang 0x014d764c float [3] + thrusters_start 0x014d7658 int [128] + thrusters_sounds 0x014d7858 int [128] + s_alt_classes {...} SCP_vector<alt_class> + ship_iff_color 0x014d7a70 int [10][10] ammo_low_complaint_count 0 int armor_type_idx -1 int shield_armor_type_idx -1 int - objp 0x00ffc618 {next=0x00ffc848 prev=0x00ffc3e8 signature=5 ...} object * + next 0x00ffc848 {next=0x00ffca78 prev=0x00ffc618 signature=6 ...} object * + prev 0x00ffc3e8 {next=0x00ffc618 prev=0x00ffc1b8 signature=4 ...} object * signature 5 int type 1 '' char parent -1 int parent_sig 5 int parent_type 1 '' char instance 4 int flags 519 unsigned int + pos {xyz={...} a1d=0x00ffc63c } vec3d + orient {vec={...} a2d=0x00ffc648 a1d=0x00ffc648 } matrix radius 244.60619 float + last_pos {xyz={...} a1d=0x00ffc670 } vec3d + last_orient {vec={...} a2d=0x00ffc67c a1d=0x00ffc67c } matrix + phys_info {flags=2 mass=57743.594 center_of_mass={...} ...} physics_info + shield_quadrant 0x00ffc7dc float [4] hull_strength 400.00000 float sim_hull_strength 0.00000000 float + objsnd_num 0x00ffc7f4 short [32] net_signature 17 unsigned short num_pairs 12 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 * frametime 0.25000000 float has_fired -1 int |
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Guess I added that new file without an explanation. This time it was a player ship (Alpha 4) AI most likely flying a Loki. At the crash the code was looking it up as either being or firing a Meson Bomb. Did a bit of tracking and I'm wondering if obj_move_call_physics should be getting called and it's a standalone only issue as there is a separate process for multi objects but the check does not look for standalones anywhere. The if that the call is in only happens if multi_oo_is_interp_object(objp) is false but that doesn't check for standalones just host and clients. It may be that it should have returned true and multi_oo_interp(objp) should have been called. Oh and since it was a dogfight the ship in question was probably in the middle of a self destruct at the time. |
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Any more recent experiences of the crash? Significant changes to the code base in the intervening period may mean the issue has been addressed. |
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Bump. If there are no more reports of this bug in the next month or so, we should close it as unable to reproduce. |
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Given the significant changes to the code since the original report, and absence of reproduction recently closing for now. Positively, the standalone server is getting much more testing now (2014) vs. then (2009) so any recurrence should be quickly spotted. |
Date Modified | Username | Field | Change |
---|---|---|---|
2009-11-24 23:07 | FUBAR-BDHR | New Issue | |
2009-11-24 23:07 | FUBAR-BDHR | File Added: object_cpp_783.rar | |
2009-12-29 20:22 | FUBAR-BDHR | File Added: alpha4_meson_bomb.txt | |
2009-12-31 04:56 | FUBAR-BDHR | Note Added: 0011475 | |
2013-12-01 10:39 | Echelon9 | Severity | minor => crash |
2013-12-03 12:36 | Echelon9 | Note Added: 0015498 | |
2013-12-03 12:36 | Echelon9 | Status | new => feedback |
2014-06-30 03:07 | Goober5000 | Note Added: 0015946 | |
2014-08-17 03:04 | Echelon9 | Note Added: 0016224 | |
2014-08-17 03:04 | Echelon9 | Status | feedback => closed |
2014-08-17 03:04 | Echelon9 | Resolution | open => unable to reproduce |
2014-08-17 03:04 | Echelon9 | Fixed in Version | => 3.7.2 |