T3D 1.2 - Full PhysX Template Crashes When Host Exits - LOGGED (THREED-3128)
by CSMP · in Torque 3D Professional · 12/13/2011 (2:47 pm) · 6 replies
Build: 1.2 Pro
Platform: Windows 7 64
Target: Game
Issues: Whenever the host of a game exits the level it crashes any clients that are connected.
Steps to Repeat:
1. Host a Full PhysX template game
2. Join the game via a second instance of T3D
3. Exit the Host instance of the game
4. Notice that the client has crashed because the Host left
Platform: Windows 7 64
Target: Game
Issues: Whenever the host of a game exits the level it crashes any clients that are connected.
Steps to Repeat:
1. Host a Full PhysX template game
2. Join the game via a second instance of T3D
3. Exit the Host instance of the game
4. Notice that the client has crashed because the Host left
#2
01/20/2012 (4:37 pm)
Just as a note, I've been forced to use a dedicated server for network testing PhysX enabled projects because of the crash when the Host exits.
#3
-gamescriptsclientserverConnection.cs,
-function disconnectedCleanup()
-At the end of the function, before calling physicsDestroyWorld, add a call to ServerConnection.deleteAllObjects()
02/13/2012 (12:28 pm)
I have fixed this issue for the next released version. Since it is a simple script only change, here it is for those who do not wish to wait...-gamescriptsclientserverConnection.cs,
-function disconnectedCleanup()
-At the end of the function, before calling physicsDestroyWorld, add a call to ServerConnection.deleteAllObjects()
// Before we destroy the client physics world // make sure all ServerConnection objects are deleted. ServerConnection.deleteAllObjects(); // We can now delete the client physics simulation. physicsDestroyWorld( "client" );
#4
02/22/2012 (3:01 pm)
Thanks James, I saw an error when not connected with anyone and added a check:// Before we destroy the client physics world
// make sure all ServerConnection objects are deleted.
if (isObject(ServerConnection))
ServerConnection.deleteAllObjects(); //mp: add a check to avoid errors
#5
09/29/2012 (12:14 pm)
Just want to bump this and say that I had the same issue with other templates (not just Full PhysX) and this script change fixed the issue. Thanks James and CSMP!
#6
- Dave
10/03/2012 (1:05 pm)
This fix has been checked into the GitHub development branch. github.com/GarageGames/Torque3D/issues/54- Dave
Torque 3D Owner Christopher Tauscher
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