Serious Crash at 0x6EF54E0
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So we’ve been noticing a particular crash that’s very frequent, but we can’t find any information on it. The crash is at 0x6EF54E0, or content.dll+0x554E0. I see some reputation functions being called, but I can’t tell exactly what it’s doing.
The crash is definitely related to NPCs, and while we’ve added a try/catch on FLHook, I believe it’s still responsible for some of the lag we’re noticing and the instability issues we’re having.
Any help on tracking down this issue would be very much appreciated.
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Hm the offset is at:
0 e 061254e0 0001 (0001) 0:**** Content!DestroyInstance+0x6360
When i set a breakpoint there i get different callstacks when i enter the breakpoint, but the most frequent one looks like:
# Memory ChildEBP RetAddr Args to Child WARNING: Stack unwind information not available. Following frames may be wrong. 00 03b3a624 0612963c 03b3a6d0 03b3a64b 130d7454 Content!DestroyInstance+0x6360 01 54 03b3a678 0618b833 03b3a6d0 03b3a6b0 03b3a6a8 Content!DestroyInstance+0xa4bc 02 c4 03b3a73c 754d43e0 0628581c 1848cba0 00000000 Content!IDLL::operator=+0x22943 03 48 03b3a784 062bf1de 03b3a7a4 11dc9eb0 06cf8b76 msvcrt!__RTDynamicCast+0x2d (FPO: [Non-Fpo]) 04 00000000 00000000 00000000 00000000 00000000 Common!IObjInspectImpl::get_angular_velocity+0xe
and i cannot play the game as this break is happening all the time. So it must be something that is “destroyed” at everytime. Could it be a timer for an animation or anything else? However the first argument seems to be a dynamic casto to void
3 e 75506600 0001 (0001) 0:**** msvcrt!__RTCastToVoid+0xb
Are you sure its something with your NPCs? If you remove the npcs you do not suffer the crash?
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The thing that made me think that was the call to GetReputation within that function. I don’t really see the context for this otherwise.
We also only encountered this when we had enough players navigating the systems. We didn’t have it when we had no NPCs around. I guess it could be another reason that’s only tangentially related to NPCs, but it’s really hard to pinpoint…
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capture and return to base missions?
I used to get a big CTD at the end of a capture and return mission… many years ago in my 1st experiments…
those calls look like mission calls… right at that time when it tells you to return to ??? base… if base is custom… and there’s a funked up zone call at the return phase… boom… game over.
just sayin… those calls… remind me of that problem.
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We’ve finally figured it out. It happens when a permutation is defined in an encounter INI but doesn’t actually exist (say, you have 10 blocks but 11 permutations).