Calling CVar.SetString too often with big strings crashes.

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Guest

Calling CVar.SetString too often with big strings crashes.

Post by Guest »

Hi! CVar guy here with yet another CVar-related crash. Tested on g4.3pre-660-ge3eae62af (x64).

Load the example, start a new game, crash after 10 tics. One thing I want to mention is that in this case the string is just pointless revenant screaming, but I have a real scenario where the string contains the JSON of a dictionary and the string is about 8000 characters in length and it'll keep growing. In that scenario, changing the update time to be once every 3 seconds instead of 10 tics works fine for now, but in the case of this example it does nothing. It'll just crash anyway after that much time has passed.

Example: https://drive.google.com/open?id=1wXjtk ... aMHhPYyFYy
CrashReport.zip included in download.

P.S. It's possible to work around this by splitting the text into multiple strings with a length of 5000 chars each, but I'd rather see if this can get fixed engine-side first before I dedicate myself to such hax.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Re: Calling CVar.SetString too often with big strings crashe

Post by Graf Zahl »

viewtopic.php?f=53&t=66827
Guest

Re: Calling CVar.SetString too often with big strings crashe

Post by Guest »

Hm, figured I should have named this thread differently. Thing is, this happens even if I set the CVar once in a long while. It occurs when the string passed to SetString is too long (in the example it's about 14K characters in length). Ultimately it could be the same bug in the engine, I don't know. Thought I'd mention this just in case.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49225
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Calling CVar.SetString too often with big strings crashe

Post by Graf Zahl »

It's the same problem, i.e. the string's size makes the network buffer overflow.
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