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".
Setting a CVar too many times freezes/crashes.
Moderator: GZDoom Developers
Re: Setting a CVar too many times freezes/crashes.
Whoops, forgot to mention I tested this on gzdoom-x64-g4.3pre-597-g60026ba4f. Sorry 'bout that.
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Re: Setting a CVar too many times freezes/crashes.
Server CVARs require sending the change through the network interface. But for performance reasons that interface's buffer is static and has limited size. Your repeated changing of the CVAR means that the buffer simply overflows, and I'm sorry to say the code involved here is in a state where fixing such issues is not a trivial thing.
Re: Setting a CVar too many times freezes/crashes.
Good to know, thanks. I've worked around this issue and it no longers crashes now. My implementation was wrong.
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Re: Setting a CVar too many times freezes/crashes.
Hmm, thanks for the tip, it helped
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Re: Setting a CVar too many times freezes/crashes.
Just linking here a thread that was closed as a duplicate of this: viewtopic.php?f=7&t=66943