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SM Crash Bug


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c0ldfyr3
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Join Date: Aug 2005
Location: Ireland
Old 10-10-2005 , 06:47   SM Crash Bug
Reply With Quote #1

Bail: I dont know if you knew this, but if you unload a plugin three times, it crashes after the third time.

I have been able to recreate this no problems, I even tried changing maps after each time but no avail. I am reloading the plugin after each unload if thats any addition.
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L. Duke
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Join Date: Apr 2005
Location: Walla Walla
Old 10-10-2005 , 12:43  
Reply With Quote #2

I just tried this with the latest CVS version and it does crash the third time.
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BAILOPAN
Join Date: Jan 2004
Old 10-10-2005 , 13:50  
Reply With Quote #3

By reload, do you mean meta reload or loading the plugin with meta load?
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c0ldfyr3
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Join Date: Aug 2005
Location: Ireland
Old 10-11-2005 , 07:47  
Reply With Quote #4

meta load, or just changing levels to a new map, either way crashes. Both old and new SM.
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c0ldfyr3
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Old 10-11-2005 , 07:50  
Reply With Quote #5

Oh ya, Bail..
Quote:
Originally Posted by Ronny
Quote:
Originally Posted by c0ldfyr3
> The SM being broken on new updates, i need to speak with Bail but I dont
> think it will. I remember him telling me lately about the improvements he
> has made and if it does break, so will any of Valves structured plugins.
Correct me if I am wrong, but SM consists of virtual table hacks and this
will break of course in the future.
Any comment ? I cannot argue a point im unsure of =P
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BAILOPAN
Join Date: Jan 2004
Old 10-11-2005 , 16:21  
Reply With Quote #6

I would prefer if people called it SMM, MM:S, or Metamod:S. SM is SourceMod.

Ronny does not understand virtual tables. If valve has provided interface B, a plugin compiled against B is now only binary compatible to that version of B. This is true whether it is an MM:S plugin or a Valve Server Plugin.

Example:
Valve Server Plugin X and Metamod:Source plugin Y are both using Interface B normally. A non-breaking update cannot affect either plugins in any way.

A breaking update that results in the virtual table being reordered, will break both plugins. If either plugin is hardcoded against a specific vtable index, either will break. Because of the way SourceHook is designed, however, you're not hardcoded against a vtable index. You just need to recompile to match the new interface header.

Ronny was probably referring to how DoD:S broke MM:S. There were two reasons behind this: Valve doesn't version their interfaces properly (see the SourceMod devlog), and MM:S wasn't using vtable hacks on the GameDLL interface. If MM:S had been using vtable hacks on the GameDLL interface rather than trying to reimplement it, this wouldn't have happened. Note: The GameDLL loading was rewritten from scratch in 1.1 to get around this problem (it now uses vtable hacks).

As of this writing, MM:S can still be broken, but it's got nothing to do with vtable hacks. It's got everything to do with valve providing proprietary/unreleased interfaces in between the GameDLL and Engine, which is what they did with DoD:S. Luckily, it was backward compatible. Furthermore, it affected server plugins too, because they weren't notified of the new interface and Valve is convinced that they're not obligated to tell anyone of the changes.

The problem of things breaking is a problem directly centered on Valve's incomprehensible policy and falls equally on server plugins as it does to MM:S.
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c0ldfyr3
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Join Date: Aug 2005
Location: Ireland
Old 10-12-2005 , 10:04  
Reply With Quote #7

As i thought.

Could you please explain the difference between SourceMod and MM:S ?

I downloaded the SourceMod tarball but didnt look through it.
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cybermind
Senior Member
Join Date: Oct 2004
Old 10-12-2005 , 12:56  
Reply With Quote #8

MetaMod: Source / SourceMM is a functional equivalent of the old HL1 MetaMod.

SourceMod is more akin to AMXModX (but not exactly the same).
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Join Date: Jan 2004
Old 10-14-2005 , 00:26  
Reply With Quote #9

I finally fixed this, it was hard to track down. The cvar list was getting smashed after a removal required things to be moved around.
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