[Fixed] Invoking automap triggers crash

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Invoking automap triggers crash

Postby lemming » Sat Oct 31, 2020 8:55 pm

Git commit hash: ff9a56dc0b3e3954c1b479c753cb35f26b73d9d0 (defect appears to have been introduced by e6c96bcb759b938ea3a5a92b2a9d03559cea97f7)
Game(s): Probably all; confirmed that this at least repros with Hexen, Doom 2, and Doom. Happens with all renderers.
Platform: Windows (x64), self-built, VS CE 2019 16.7.7

Just start a new game, any difficulty, press TAB to open automap. Crashes to desktop. I'm not including a dump file because I'm self-building, and I don't know that my stuff would be compatible with whatever symbols you've got.

I bisected the last few days' worth of commits and am confident this was introduced by https://github.com/coelckers/gzdoom/com ... 559cea97f7

Call stack:
gzdoom.exe!GetVirtualIndex(PClass * cls, const char * funcname) Line 926
gzdoom.exe!DBaseStatusBar::DoDrawAutomapHUD(int crdefault, int highlight) Line 630
gzdoom.exe!AF_DBaseStatusBar_DoDrawAutomapHUD(VMValue * param, int numparam, VMReturn * ret, int numret) Line 659
gzdoom.exe!VMNativeFunction::NativeScriptCall(VMFunction * func, VMValue * params, int numparams, VMReturn * returns, int numret) Line 315

Locals in "GetVirtualIndex()":
cls 0x000001d16867dd00 "BaseStatusBar" PClass *
funcname 0x00007ff605687e78 "GetProtrusion" const char *
sym 0x0000000000000000 <NULL> PFunction *
VIndex 3435973836 unsigned int

The call into *PSymbolTable::FindSymbol() returns null, and will trip an assert if you are running DEBUG.
Joined: 10 Nov 2018

Re: Invoking automap triggers crash

Postby _mental_ » Sun Nov 01, 2020 2:40 am

Joined: 07 Aug 2011

Return to Closed Bugs

Who is online

Users browsing this forum: No registered users and 0 guests