Game Development Community

Random torque crashes

by Hugo Mardolcar · in Torque Game Engine · 03/01/2004 (3:49 am) · 4 replies

Hello everyone

At some point during the last month while I was finishing coding my agent-based AI system for torque a very strange bug appeared.
Sometimes, apparently randomly, torque would crash; this crash was located in the platformMemory.cc and was originated from an apparently random line in the C++ code or from the script.

The methods where it crashes in the platformMemory.cc are the checkUnusedAlloc and treeRemove methods, but sometimes it crashes in other places.

Right now I can only replicate this crash when I spawn many bots at the same time (at least 10) but the bug happens not only during spawns but also when the bots are walking around (but this is a rare event)


Does someone have any hint at what the problem might be? Maybe I'm allocating too much memory at the same time somewhere?

#1
03/01/2004 (7:40 am)
I've been having a problem in platformMemory on shutdown - occasionally a null pointer appears giving an accessed none. I haven't really been able to track it down but its on my list of things to do. At the moment it doesnt cause a huge problem as it only happens on quit so its possible to live with it for the moment...

Don't know if its the same as your problem - anyone know any debugging stuff that can be switched on with the memory manager ? there seem to be a couple of switches in the code which might do something....
#2
03/01/2004 (9:40 am)
I have same problems Adam
Dont know why this is happening and its only happens on shutdown.
Othervise no crashes.
I tried to figure out why this is happening but no luck so far .
#3
03/01/2004 (10:29 am)
Ok, my problem is solved, it was a bug on my random name generator, I was incorrectly acessing an array...

But I also have the same problem as you guys during shutdown, but that's a secondary one, so I'll fix it later :)
#4
03/01/2004 (12:37 pm)
Lol thats strange - i had assumed it was something I had done but maybe its a bit more common. Unless we've all implemented the same resource or something and thats introduced the same bug !