Setting a CVar too many times freezes/crashes.
Posted: Wed Jan 01, 2020 7:02 pm
Now, I know everything about the event handler screams [Don't do that], but bear with me here. I'm using code elsewhere where SetString/SetInt is called only 2 times per WorldThingDamaged call, and only under specific conditions, yet this still happens if multiple monsters are killed at the same time (though I have to use Russian Overkill for that).
How to reproduce using example below and what happens:
MAP01, UV: start game, type "kill monsters" in console, freeze. Potentially crash to desktop. If you don't crash, hit escape. You can hear the menu open/close sound.
E1M1, HMP: same as above, but phantombeta said this reliably crashes to desktop with error reporter. 8 monsters do, to be precise.
Example: https://drive.google.com/open?id=1dQ8v1 ... s1N7lHAnFS
P.S. Intially I got this error: "Tried to transmit to another node". Then I somehow got another error in the format "NetUpdate: Node %d missed too many tics".
How to reproduce using example below and what happens:
MAP01, UV: start game, type "kill monsters" in console, freeze. Potentially crash to desktop. If you don't crash, hit escape. You can hear the menu open/close sound.
E1M1, HMP: same as above, but phantombeta said this reliably crashes to desktop with error reporter. 8 monsters do, to be precise.
Example: https://drive.google.com/open?id=1dQ8v1 ... s1N7lHAnFS
P.S. Intially I got this error: "Tried to transmit to another node". Then I somehow got another error in the format "NetUpdate: Node %d missed too many tics".