View Issue Details

IDProjectCategoryView StatusLast Update
0000787FSSCPmultiplayerpublic2006-03-26 05:24
ReporterWMCoolmon Assigned Totaylor  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Summary0000787: Runtime assert triggered by losing contact with server
DescriptionWhen contact with server is lost, on the mission load screen especially, a runtime assert is triggered. It seems to be due to a bad vm_free call. Stack is attached.
Additional Information> fs2_open_d.exe!_free_dbg_lk(void * pUserData=0x05df0040, int nBlockUse=1) Line 1154 + 0x3b C
     fs2_open_d.exe!_free_dbg(void * pUserData=0x05df0040, int nBlockUse=1) Line 1070 + 0xd C
     fs2_open_d.exe!_vm_free(void * ptr=0x05df0040, char * filename=0x008b0800, int line=3401) Line 1784 + 0xb C++
     fs2_open_d.exe!gr_opengl_free_screen(int bmp_id=1842994) Line 3401 + 0x1a C++
     fs2_open_d.exe!popup_close(popup_info * pi=0x01eefd60, int screen_id=1842994) Line 771 + 0xc C++
     fs2_open_d.exe!popup_do(popup_info * pi=0x01eefd60, int flags=2097152) Line 1077 + 0xd C++
     fs2_open_d.exe!popup(int flags=2097152, int nchoices=1, ...) Line 1216 + 0xe C++
     fs2_open_d.exe!multi_endgame_popup(int notify_code=-1, int error_code=1, int wsa_error=-1) Line 730 + 0x28 C++
     fs2_open_d.exe!multi_endgame_cleanup() Line 611 + 0x19 C++
     fs2_open_d.exe!multi_endgame_process() Line 376 C++
     fs2_open_d.exe!multi_do_frame() Line 1547 C++
     fs2_open_d.exe!game_do_networking() Line 2606 C++
     fs2_open_d.exe!game_do_state_common(int state=38, int no_networking=0) Line 8176 C++
     fs2_open_d.exe!game_do_state(int state=38) Line 8189 + 0xb C++
     fs2_open_d.exe!gameseq_process_events() Line 651 + 0x14 C++
     fs2_open_d.exe!game_main(char * cmdline=0x00133717) Line 8791 + 0x5 C++
     fs2_open_d.exe!WinMain(HINSTANCE__ * hInst=0x00400000, HINSTANCE__ * hPrev=0x00000000, char * szCmdLine=0x00133717, int nCmdShow=1) Line 8863 + 0x9 C++
     fs2_open_d.exe!WinMainCRTStartup() Line 251 + 0x30 C
TagsNo tags attached.

Activities

taylor

2006-02-06 01:07

administrator   ~0004669

Hmm, this shouldn't happen even if bmpman gets totally screwed up. Some stack corruption perhaps? I'll run it through and try to recreate this.

WMCoolmon

2006-02-06 01:43

developer   ~0004670

Last edited: 2006-02-06 01:43

Generally this happened when I was running a debug build, and got dropped because the server had lost contact with me while I was going through all the warnings from mission load. Dunno if that helps at all. I can help test sometime, if you'd like.

edited on: 02-05-06 20:43

taylor

2006-03-26 05:24

administrator   ~0005241

Bah! There is obviously a way for the save_screen code to fubar this and I just overlooked it. It was solved without much issue though.

I do hit on a gamestate issue later in this whole thing, but it's unrelated to this particular bug. I'll fix that to my satisfaction and then commit all of the changes.

taylor

2006-03-26 05:24

administrator   ~0005242

Fixered.

Issue History

Date Modified Username Field Change
2006-02-06 00:39 WMCoolmon New Issue
2006-02-06 01:07 taylor Note Added: 0004669
2006-02-06 01:43 WMCoolmon Note Added: 0004670
2006-02-06 01:43 WMCoolmon Note Edited: 0004670
2006-03-26 05:24 taylor Note Added: 0005241
2006-03-26 05:24 taylor Status assigned => resolved
2006-03-26 05:24 taylor Resolution open => fixed
2006-03-26 05:24 taylor Note Added: 0005242