sound-related segfaults (g4.5pre-84-g24200c0c3, Reelism 2)

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morb
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sound-related segfaults (g4.5pre-84-g24200c0c3, Reelism 2)

Post by morb »

I've been able to reproduce this a few times w/ reelism2 (reelism2_v0.5_earlyexcess.pk3, reelism2_v0.6_earlyexcess.pk3, and a repacked reelism2_v0.6_earlyexcess.pk3 with a menuentry patch)
by running `gzdoom -iwad DOOM2.WAD -file reelism2_v0.6_earlyexcess.pk3 +map minigut +summon Slot3_Wizards` and triggering vehicle explosions

unfortunately due to the nature of the crash I'm unable to record a lmp to reproduce it reliably
Attachments
gzdoom-crash-reelism2_v0.6_2.log
crashlog [3/3]
(26.28 KiB) Downloaded 31 times
gzdoom-crash-reelism2_v0.6_1.log
crashlog [2/3]
(26.03 KiB) Downloaded 25 times
gzdoom-crash-reelism2_v0.6_0.log
crashlog [1/3]
(26.06 KiB) Downloaded 26 times
_mental_
 
 
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Re: sound-related segfaults (g4.5pre-84-g24200c0c3, Reelism

Post by _mental_ »

Actor of class Splot_GroundFireFlame is destroyed during execution of its Tick() function. This leads to quite unpredictable consequences in sound system.
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morb
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Re: sound-related segfaults (g4.5pre-84-g24200c0c3, Reelism

Post by morb »

Thanks for looking into this. I wish I had a better grasp of what was going on -- I'll point the mod devs in this direction!
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Kinsie
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Re: sound-related segfaults (g4.5pre-84-g24200c0c3, Reelism

Post by Kinsie »

Thanks for the heads up, I've moved the check in question out of Tick() into an anonymous function in the states.
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Re: sound-related segfaults (g4.5pre-84-g24200c0c3, Reelism

Post by _mental_ »

Should be fixed with e281f99.
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