TGE crash when changing mounted object playing thread
by Nicolas Buquet · 02/22/2008 (10:58 am) · 4 comments
in shapeBase.cc :
in function ShapeBase::setThreadSequence(around line 2060)
And in the following function ShapeBase::updateThread
in function ShapeBase::setThreadSequence(around line 2060)
if (mShapeInstance) {
if (!st.thread)
st.thread = mShapeInstance->addThread();
[b]
#ifdef __NB__MOUNTEDOBJECT_THREADCHRASH_PREVENT
if(st.thread)
{
mShapeInstance->setSequence(st.thread,seq,0);
stopThreadSound(st);
updateThread(st);
}
#else
[/b]
mShapeInstance->setSequence(st.thread,seq,0);
stopThreadSound(st);
updateThread(st);
[b]
#endif
[/b]
}And in the following function ShapeBase::updateThread
void ShapeBase::updateThread(Thread& st)
{
[b]
#ifdef __NB__MOUNTEDOBJECT_THREADCHRASH_PREVENT
if(!st.thread) return;
#endif
[/b]
switch (st.state) {
case Thread::Stop:
...About the author
#2
According to bank, this is still an issue in T3D. Logged as THREED-1858 for investigation.
05/16/2011 (3:48 am)
Thanks for posting this Nicolas!According to bank, this is still an issue in T3D. Logged as THREED-1858 for investigation.
#3
Nothing is lost here.
I'm impatiently waiting for 1.1 final.
Nicolas Buquet
www.buquet-net.com/cv/
05/16/2011 (4:17 am)
3 years old thread gets revisited!Nothing is lost here.
I'm impatiently waiting for 1.1 final.
Nicolas Buquet
www.buquet-net.com/cv/
#4
05/16/2011 (4:28 am)
:) 
Torque 3D Owner Nicolas Buquet
#define __NB__MOUNTEDOBJECT_THREADCHRASH_PREVENT
in TorqueConfig.h to activate the patch.