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[L4D2] Crash on CNavLadder::GetPosAtHeight


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cravenge
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Join Date: Nov 2015
Location: Chocolate Factory
Old 01-21-2022 , 18:45   Re: [L4D2] Crash on CNavLadder::GetPosAtHeight
Reply With Quote #11

I'm glad to see that this issue has a solution at last though I won't be able to test properly since I only have access to my local dedicated server at the moment and not the game but I hope others will be able to and confirm that it's sorted out.
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yzybb
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Join Date: Jul 2020
Old 01-22-2022 , 05:23   Re: [L4D2] Crash on CNavLadder::GetPosAtHeight
Reply With Quote #12

Quote:
Originally Posted by Silvers View Post
Here's a version using MemoryEx.

Please report if crashes no longer seem to occur.

Requires DHooks with dynamic detours support.

Updated. New GameData required from version 0.3+

ChangeLog
Code:
0.4 (21-Jan-2022)
	- Added debugging log when an error is detected. Saved to "logs/ladder_patch.log" printing map and position of ladder.

0.3 (21-Jan-2022)
	- Beta release checking the problem offset. Thanks to "Dragokas" for reporting.

0.2 (21-Jan-2022)
	- Beta release with MemoryEx support.

0.1 (21-Jan-2022)
	- Initial beta release.
Thanks Silvers. I'm not sure if the problem is solved. But after I install this patch, multiple special infected spawn at the same time, the game will lag very much, and the player may fall out of the game.

Last edited by yzybb; 01-22-2022 at 05:26.
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HarryPotter
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Old 01-22-2022 , 15:01   Re: [L4D2] Crash on CNavLadder::GetPosAtHeight
Reply With Quote #13

Quote:
Originally Posted by Silvers View Post
Here's a version using MemoryEx.

May I ask where to download latest MemoryEx?
I am used to compiling the file, thanks.
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Last edited by HarryPotter; 01-22-2022 at 15:03.
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Dragokas
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Old 01-22-2022 , 16:20   Re: [L4D2] Crash on CNavLadder::GetPosAtHeight
Reply With Quote #14

https://github.com/dragokas/Memory-Extended
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HarryPotter
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Old 01-22-2022 , 16:22   Re: [L4D2] Crash on CNavLadder::GetPosAtHeight
Reply With Quote #15

Quote:
Originally Posted by Dragokas View Post
Thank you, better take a note
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Silvers
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Old 01-22-2022 , 17:01   Re: [L4D2] Crash on CNavLadder::GetPosAtHeight
Reply With Quote #16

Quote:
Originally Posted by yzybb View Post
Thanks Silvers. I'm not sure if the problem is solved. But after I install this patch, multiple special infected spawn at the same time, the game will lag very much, and the player may fall out of the game.
I highly doubt this plugin is causing that, makes no sense. Too often people attribute random behavior with things completely unrelated, bad pattern recognition machines.
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Dragokas
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Old 01-23-2022 , 08:58   Re: [L4D2] Crash on CNavLadder::GetPosAtHeight
Reply With Quote #17

Well, technically IsValidPointer() is quite time consuming operation if it is done like 100 times per frame.
Also, on linux MemoryEx delays server start for 1 sec., but that's only after server restarting.
I'm working under optimization.

However, I'm curious if returning false result from GetPosAtHeight might cause something @yzybb described.
As I can see, it is get called from ChaseVictim::AvoidNeighbors which is related to behaviour after spawning, not before.
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HarryPotter
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Old 01-23-2022 , 09:51   Re: [L4D2] Crash on CNavLadder::GetPosAtHeight
Reply With Quote #18

Quote:
Originally Posted by yzybb View Post
after I install this patch, multiple special infected spawn at the same time, the game will lag very much, and the player may fall out of the game.
I installed and played server two days, nothing changed without crash.
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Red Flame
Junior Member
Join Date: Jan 2012
Old 01-23-2022 , 22:58   Re: [L4D2] Crash on CNavLadder::GetPosAtHeight
Reply With Quote #19

After installing ladder patch plugin ive got this: https://crash.limetech.org/b2dmcrx3l4ij
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yzybb
Member
Join Date: Jul 2020
Old 01-24-2022 , 01:31   Re: [L4D2] Crash on CNavLadder::GetPosAtHeight
Reply With Quote #20

Quote:
Originally Posted by Dragokas View Post
Well, technically IsValidPointer() is quite time consuming operation if it is done like 100 times per frame.
Also, on linux MemoryEx delays server start for 1 sec., but that's only after server restarting.
I'm working under optimization.

However, I'm curious if returning false result from GetPosAtHeight might cause something @yzybb described.
As I can see, it is get called from ChaseVictim::AvoidNeighbors which is related to behaviour after spawning, not before.
If the spawning place of the special infected is right near the ladder(For example the first ladder of c10m4), and then 10~15 special infected are spawned at the same time, the server will be very lag, I am sure of this. (My server is built on Windows)

Last edited by yzybb; 01-24-2022 at 01:38.
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