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IDProjectCategoryView StatusLast Update
0002051FSSCPmultiplayerpublic2014-08-17 03:04
ReporterFUBAR-BDHR Assigned To 
PrioritynormalSeveritycrashReproducibilityrandom
Status closedResolutionunable to reproduce 
Product Version3.6.11 
Fixed in Version3.7.2 
Summary0002051: ASSERTION: "pm->missile_banks != NULL" at object.cpp:783
DescriptionNoticed 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 Information3.6.11 r5666. Attaching logs and info.
TagsNo tags attached.

Activities

2009-11-24 23:07

 

object_cpp_783.rar (366,849 bytes)

2009-12-29 20:22

 

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
alpha4_meson_bomb.txt (11,218 bytes)   

FUBAR-BDHR

2009-12-31 04:56

developer   ~0011475

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.

Echelon9

2013-12-03 12:36

developer   ~0015498

Any more recent experiences of the crash? Significant changes to the code base in the intervening period may mean the issue has been addressed.

Goober5000

2014-06-30 03:07

administrator   ~0015946

Bump. If there are no more reports of this bug in the next month or so, we should close it as unable to reproduce.

Echelon9

2014-08-17 03:04

developer   ~0016224

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.

Issue History

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