[4.0.0] Hard crash where VM crash expected

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[4.0.0] Hard crash where VM crash expected

Postby Matt » Mon Apr 15, 2019 11:28 pm

Code: Select allExpand view
class caca:actor{
    cacodemon notcaco;
    override void postbeginplay(){
        super.postbeginplay();
        notcaco=cacodemon(spawn("lostsoul"));
        notcaco.target=self;
        //notcaco.stamina=1000;
    }
}
start map, "summon caca" in console, exit console

Expected: VM crash with null pointer
Actual: Hard crash to desktop

Expected behaviour occurs if I set stamina instead of target.
Attachments
gzdoom-crash.log.zip
(4.27 KiB) Not downloaded yet
User avatar
Matt
Putting the XD into *xdeath since 2007
 
 
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: [4.0.0] Hard crash where VM crash expected

Postby Graf Zahl » Fri Apr 19, 2019 1:13 am

This looks like a code generation oversight in the JIT compiler. This particular assignment has no null check. With vm_jit 0 it properly aborts.
It's not something I'm going to invest more time in for now, though.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany


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