T3D 1.1 Final - Deadlock & crash when using mounted objects - CONFIRMED (THREED-1981)
by Fyodor -bank- Osokin · in Torque 3D Professional · 06/08/2011 (8:46 am) · 7 replies
Build: T3D 1.1 Final (and any pre-final versions of T3D 1.1)
Platform: All/Any
Target: Engine (C++), Mounting objects
Issues:
1. If you have objects in scene mounted and "parent" fails to load, it will crash/deadlock when running outside of VS.
2. If you have prefab where objects mounted and "parent" fails to load, it will always crash.
Steps to Repeat:
Start debug version of engine and it will crash (deadlock).
If running from VS, it will load fine, except it will spam the console:
For the prefab issue, paste the code-part inside prefab and place it in the mission. It will always crash, even when running from debugger.
The prefab-crash happens in:
Suggested Fix:
None yet.
Platform: All/Any
Target: Engine (C++), Mounting objects
Issues:
1. If you have objects in scene mounted and "parent" fails to load, it will crash/deadlock when running outside of VS.
2. If you have prefab where objects mounted and "parent" fails to load, it will always crash.
Steps to Repeat:
//Place following code into .mis file.
new PointLight() {
radius = "5";
isEnabled = "1";
color = "1 1 1 1";
brightness = "1";
castShadows = "0";
priority = "1";
animate = "1";
animationPeriod = "1";
animationPhase = "1";
flareScale = "1";
attenuationRatio = "0 1 1";
shadowType = "DualParaboloidSinglePass";
texSize = "512";
overDarkFactor = "2000 1000 500 100";
shadowDistance = "400";
shadowSoftness = "0.15";
numSplits = "1";
logWeight = "0.91";
fadeStartDistance = "0";
lastSplitTerrainOnly = "0";
representedInLightmap = "0";
shadowDarkenColor = "0 0 0 -1";
includeLightmappedGeometryInShadow = "0";
position = "0.224487 0.362549 5.43251";
rotation = "0 0 -1 110.91";
mountPID = "252d4f17-40bf-11e0-910e-dcc674078c71";
mountNode = "1";
mountPos = "0 0 0";
mountRot = "1 0 0 0";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "49a09ecd-3dd1-11e0-b058-f824fdb46369";
};
new StaticShape() {
dataBlock = "BadDatablock";
position = "-0.224487 -0.362427 3.43251";
rotation = "0 0 -1 5.57327";
scale = "1 1 1";
canSave = "1";
canSaveDynamicFields = "1";
persistentId = "252d4f17-40bf-11e0-910e-dcc674078c71";
};Start debug version of engine and it will crash (deadlock).
If running from VS, it will load fine, except it will spam the console:
GameBase::setDatablockProperty - Could not find data block "BadDatablock" ShapeBase::onAdd - no datablock on shape 4146:StaticShape ((null)) 40: Register object failed for object (null) of class StaticShape.which is okay (and correct way of handling this).
For the prefab issue, paste the code-part inside prefab and place it in the mission. It will always crash, even when running from debugger.
The prefab-crash happens in:
void SceneObject::resolveMountPID()
{
if ( mMountPID && !mMount.object )
{
SceneObject *obj = dynamic_cast< SceneObject* >( mMountPID->getObject() );
if ( obj )
obj->mountObject( this, mMount.node, mMount.xfm );
}
}as the mMountPID is a valid, but getObject() returns garbage (0xfdfdfdfd) so the dynamic_cast crashes.Suggested Fix:
None yet.
About the author
Game developer.
Recent Threads
#2
06/08/2011 (9:34 am)
Have you gotten this with a prefab that didn't have dynamic lights as part of it? There's a known issue with prefabs that have dynamic lights that can result in a crash.
#3
And looks like it's something with dynamic lights itself (when mounted).
As when I don't use prefab and have TSStatic directly mounted to StaticShape (and StaticShape fails to load) it doesn't crash.
06/08/2011 (9:48 am)
Hm.. it doesn't crash when I replace light with TSStatic.And looks like it's something with dynamic lights itself (when mounted).
As when I don't use prefab and have TSStatic directly mounted to StaticShape (and StaticShape fails to load) it doesn't crash.
#4
06/08/2011 (1:00 pm)
There are some issues lately that got logged. How will those fixes be updated to the engine?
#5
Sounds like this is probably the root cause of the case that we discovered in testing then.
@Alexander
Same way as always, in the next update.
06/08/2011 (1:10 pm)
@bankSounds like this is probably the root cause of the case that we discovered in testing then.
@Alexander
Same way as always, in the next update.
#6
06/15/2011 (3:06 pm)
Bug confirmed.
#7
..I'm thinking they're of the same problem ?..hopefully anyhow.
//Edit: I have also had it not stall and just work. ..this is odd. Perhaps ignore this post until I can sort this though more use.
06/16/2011 (5:08 pm)
I get a deadlock on loading a mission when I am missing a model used in a physicsshape datablock..I have crashed from this as well. ..I'm thinking they're of the same problem ?..hopefully anyhow.
//Edit: I have also had it not stall and just work. ..this is odd. Perhaps ignore this post until I can sort this though more use.
Torque 3D Owner Christopher Tauscher
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