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EXCEPTION_ACCESS_VIOLATION #3235
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Game crashes may occur due to out of memory, hardware problems, or problems with third-party software. |
As far as I understand, the crash occurred when trying to read the type of collision of the unit. I have no idea what this is about. |
PS Thank you for prompt answer. |
In this replay, the crash is reproduced. |
Similar issue #318 |
That weird, the issue from 2015 |
I've completed crash research. Similar issue #318 Line 399 in a57b7d9
This is probably because KillArmy was called asynchronously: Line 412 in a57b7d9
Line 420 in a57b7d9
Line 717 in a57b7d9
|
Updated the links. |
Well found. I'm not sure why that collision shape is reduced to none - when toying with the drones I also tried that and it causes the game to crash quite often. I'll look into it later today! |
We'll need to make a call here @Tagada14 as to what the best approach is. The issue is that setting the collision box to 'None' for units makes the game unstable and allows it to hard-crash. When I was experimenting with the Cybran drones I tried to do the same thing: game hard-crashed after ~ 5 - 10 seconds with a null reference exception (that is what is happening here too). The issue it is trying to solve is preventing wrecks and / or units from interfering with rebuilding an unfinished unit that we're trying to automatically gift after we've died. This means that the code is critical for the current balance. As far as I can think of it, there's four things we can do:
From a development perspective my preference is (1), but I understand that may not be desirable. I'll leave the call to you and the balance team. |
In my experiments, I was able to change the owner of a unit without re-creating it. But I haven't studied the long-term effects. |
If you can make it stable then cybran build drones become essentially free of charge 😄 |
I managed to disable a large piece of code that doesn't seem to do anything useful. |
Thank you for looking into. |
All units to the right have transport ability so I guess they use an OnLayerChange event to trigger something. Could the crash have something to do with setting collision shape on dead / destroyed wrecks? After a WaitTicks() wrecks could have been destroyed / recycled by the game. |
All units to the right have transport ability Could the crash have something to do with setting collision shape on dead / destroyed wrecks? |
An interesting feature is that units do not collide with units without a collision. |
That is similar behavior to a projectile. |
Closing this issue as it has dated and it is fixed in game version 3737. |
If this make sense to develop, please LMK, I will improve issue according to rules.
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x0067aa5f
attempted to read memory at 0x00000000
Program : C:\ProgramData\FAForever\bin\ForgedAlliance.exe
Cmd line arguments : /init init.lua /nobugreport /log C:\ProgramData\FAForever\logs\game_13337211.log /replay C:\ProgramData\FAForever\cache\temp.scfareplay /replayid 13337211
Callstack:
Unknown symbol (address 0x0067aa5f)
Last 100 lines of log...
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: SSB >>> TRACE Sync.FocusArmyChanged -1
debug: Loading module '\000/projectiles/saaolarisaaartillery03/saaolarisaaartillery03_script.lua\000'
info: CWldSession::DoBeat() unknown entity id (0x2ff0060c) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0060d) supplied in a pose update.
debug: Loading module '\000/projectiles/sifhuantinuke01/sifhuantinuke01_script.lua\000'
debug: Loading module '\000/effects/entities/sifhuantinuke02/sifhuantinuke02_script.lua\000'
debug: Loading module '\000/effects/entities/sifhuantinuke03/sifhuantinuke03_script.lua\000'
debug: Current gametime: 00:58:30
info: CWldSession::DoBeat() unknown entity id (0x2ff0033c) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00372) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00586) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00044) supplied in a pose update.
debug: Loading module '\000/projectiles/aifquantumwarhead02/aifquantumwarhead02_script.lua\000'
debug: Loading module '\000/effects/quantumwarhead/quantumwarheadeffect01_script.lua\000'
info: CWldSession::DoBeat() unknown entity id (0x2ff003bc) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00410) supplied in a pose update.
debug: Current gametime: 00:59:00
info: CWldSession::DoBeat() unknown entity id (0x2ff00269) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0019c) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff001cc) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff001e2) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00206) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0042c) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00455) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00269) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0049d) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00508) supplied in a pose update.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
debug: Loading module '\000/units/zsb9601/zsb9601_script.lua\000'
info: CWldSession::DoBeat() unknown entity id (0x2ff00182) supplied in a pose update.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
debug: Current gametime: 00:59:30
info: CWldSession::DoBeat() unknown entity id (0x2ff002d6) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff004c1) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00625) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0063c) supplied in a pose update.
debug: Loading module '\000/units/xab1401/xab1401_script.lua\000'
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
debug: Current gametime: 01:00:00
debug: Loading module '\000/units/xsl0402/xsl0402_script.lua\000'
debug: Loading module '\000/units/xsb2302/xsb2302_script.lua\000'
info: CWldSession::DoBeat() unknown entity id (0x2ff004fd) supplied in a pose update.
debug: Current gametime: 01:00:30
info: SetFocusArmy 0
info: syncing max ping markers: \00015
info: SSB >>> TRACE Sync.FocusArmyChanged 1
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
info: *FORMATION DEBUG: Unit "urs0304" does not match any Naval categories.
debug: Current gametime: 01:01:00
debug: Current gametime: 01:01:30
info: CWldSession::DoBeat() unknown entity id (0x2ff00235) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0046b) supplied in a pose update.
info: SetFocusArmy -1
info: syncing max ping markers: \00015
info: Sending game result: 5 defeat -10
info: SSB >>> TRACE GameResults: result = defeat -10, armyID = 5, name = Dobrii-Korjik
info: SSB >>> TRACE GameResults: Dobrii-Korjik has been defeated by Dobrii-Korjik
info: SSB >>> TRACE AnnounceDeath Dobrii-Korjik has been defeated by Dobrii-Korjik
info: SSB >>> TRACE OnBeat() player has died: Dobrii-Korjik
info: SSB >>> TRACE Sync.FocusArmyChanged -1
debug: Current gametime: 01:02:00
info: Sending game result: 1 defeat -10
info: SSB >>> TRACE GameResults: result = defeat -10, armyID = 1, name = Firv
info: SSB >>> TRACE GameResults: Firv has been defeated by Firv
info: SSB >>> TRACE AnnounceDeath Firv has been defeated by Firv
info: SSB >>> TRACE OnBeat() player has died: Firv
info: CWldSession::DoBeat() unknown entity id (0x2ff0041c) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00451) supplied in a pose update.
info: SSB >>> TRACE AnnounceUnit captn_JL HAS BUILT AN EXPERIMENTAL UNIT!
info: CWldSession::DoBeat() unknown entity id (0x2ff00504) supplied in a pose update.
info: Block is too late !
info: terminated
info: SSB >>> TRACE AnnounceUnit TwentyEight HAS BUILT AN EXPERIMENTAL UNIT!
debug: Current gametime: 01:02:30
debug: Loading module '\000/projectiles/sifsuthanusartilleryshell02/sifsuthanusartilleryshell02_script.lua\000'
info: Sending game result: 7 defeat -10
info: SSB >>> TRACE GameResults: result = defeat -10, armyID = 7, name = trigered_g1pos
info: SSB >>> TRACE GameResults: trigered_g1pos has been defeated by trigered_g1pos
info: SSB >>> TRACE AnnounceDeath trigered_g1pos has been defeated by trigered_g1pos
info: SSB >>> TRACE OnBeat() player has died: trigered_g1pos
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