[L4D2] Crash on CNavArea::Contains(Vector const&) const + 0x13
There appears to be an issue with charger navigation pathing that leads to crashes on my servers (about 3-6 crashes per week). It's worth mentioning too that I don't have any plugins installed that would alter navmesh / SI pathing / charger (or any SI) behavior.
Relevant info (all survival mode) : https://crash.limetech.org/hhovm63ybiry https://crash.limetech.org/ajmpffpb754n https://crash.limetech.org/gzy2vtfnmnu5 https://crash.limetech.org/ui4jmkfz4cce https://crash.limetech.org/3zm2hkep4adb https://crash.limetech.org/k6zy3h3ajnil Code:
0 server_srv.so!CNavArea::Contains(Vector const&) const + 0x13 Quote:
Spoiler
Edit Was able to salvage the SourceTV demo file, surprisingly still playable when interrupted by a server crash. I'm sure it was this charger causing the issue https://youtu.be/_9MXRh8n5KA?t=25 https://f002.backblazeb2.com/file/Go...351-976.dem.gz Though should note here that the crash happens often and happens on a variety of different maps. If I edit this post again it'll be with more footage of different maps, in-case the nav-mesh needs editing / patching to fix the issue. Edit #2 Alright, was a huge pain in the ass but ended up hunting down relevant demos via accelerator. All the footage is relevant to the crash report (i.e. stuck charger = crash) After a charger gets stuck i keep it playing at 600% speed to see how long before it crashes. Average seems to be ~ 2 mins but sometimes it's less. Uploaded these clips in-case it's possible for drem + kerry to officially update the game. Might have another hot-fix in the mean time. Footage: c1m2_streets - 5 clips https://youtu.be/sdw042knHmw c6m1_riverbank - 2 clips https://youtu.be/pRLkgS0zgzw c8m5_rooftop - 1 clip https://youtu.be/9iLyK4WiPg0 c13m3_memorialbridge - 2 clips (2nd clip shows car area too) https://youtu.be/PillHRhwGEc c7m3_port - 2 clips https://youtu.be/dYmwa20nNeA c1m4_atrium - 5 clips https://youtu.be/DW7T2_ytRLY |
Re: [L4D2] Crash on CNavArea::Contains(Vector const&) const + 0x13
See post #11.
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Re: [L4D2] Crash on CNavArea::Contains(Vector const&) const + 0x13
There was an error about failing to find the return address of original function
Code:
L 02/25/2022 - 17:54:40: SourceMod error session started Code:
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Re: [L4D2] Crash on CNavArea::Contains(Vector const&) const + 0x13
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Re: [L4D2] Crash on CNavArea::Contains(Vector const&) const + 0x13
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Re: [L4D2] Crash on CNavArea::Contains(Vector const&) const + 0x13
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Re: [L4D2] Crash on CNavArea::Contains(Vector const&) const + 0x13
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About crash mentioned in topic you can just block it and kill charger but it's not the best idea to block action since probably some plugin breaks something that causes this crash so crash will happen again with some other action. PHP Code:
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Re: [L4D2] Crash on CNavArea::Contains(Vector const&) const + 0x13
1 Attachment(s)
CNavArea::IsOverlapping & CNavArea::Contains Fix (L4D2 Linux only).
Require MemoryEx Fork to compile. |
Re: [L4D2] Crash on CNavArea::Contains(Vector const&) const + 0x13
@ Dragokas thanks appreciate that
Forgot to mention that I have the issue fixed on my servers, shqke wrote an extension that patches the issue. He didn't want to release it publicly since (his words: ) it's an ugly concept of a workaround. If anyone else has the issue they can try out Dragokas's plugin. Might be useful to update this thread and confirm it works Eventually will send this bug report to the TLS team for a proper fix from valve. |
Re: [L4D2] Crash on CNavArea::Contains(Vector const&) const + 0x13
It is written long time ago and it works.
It's mid-function detour checking variable for zero. |
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