MantisBT - Zandronum |
View Issue Details |
|
ID | Project | Category | View Status | Date Submitted | Last Update |
0001314 | Zandronum | [All Projects] Bug | public | 2013-04-03 17:13 | 2013-04-05 09:27 |
|
Reporter | lollipop | |
Assigned To | Blzut3 | |
Priority | normal | Severity | crash | Reproducibility | always |
Status | closed | Resolution | no change required | |
Platform | Microsoft | OS | Windows | OS Version | 7 |
Product Version | 1.0 | |
Target Version | | Fixed in Version | | |
|
Summary | 0001314: "Failed to malloc 716 bytes" error, DECORATE failure of some sort |
Description | I made up some code, based on the aow2 Orca (aow2 beta13), wich causes this problem. The code is on this pastebin:
'http://pastebin.com/xDr12BfR [^]'
Its caused by the line: MHUD A 0 A_GiveInventory("FFA",1)
If I remove that line the error dont occur. |
Steps To Reproduce | 1. Download my attatched file and load it together with aow2 beta13.
2. type in console: give firebatswitch
3. crash |
Additional Information | the line of code wich makes this thing happen, does a bit obviously give 1 of the ammotype used by the primary fire, I dont know if this have any effect. |
Tags | crash, decorate |
Relationships | |
Attached Files | Firebat Mech.wad (7,371) 2013-04-03 17:13 /tracker/file_download.php?file_id=957&type=bug |
|
Issue History |
Date Modified | Username | Field | Change |
2013-04-03 17:13 | lollipop | New Issue | |
2013-04-03 17:13 | lollipop | File Added: Firebat Mech.wad | |
2013-04-04 11:55 | Watermelon | Note Added: 0006207 | |
2013-04-04 13:12 | Blzut3 | Note Added: 0006208 | |
2013-04-04 13:12 | Blzut3 | Status | new => closed |
2013-04-04 13:12 | Blzut3 | Assigned To | => Blzut3 |
2013-04-04 13:12 | Blzut3 | Resolution | open => no change required |
2013-04-04 16:57 | lollipop | Note Added: 0006211 | |
2013-04-04 16:57 | lollipop | Status | closed => feedback |
2013-04-04 16:57 | lollipop | Resolution | no change required => reopened |
2013-04-04 16:57 | lollipop | Note Edited: 0006211 | bug_revision_view_page.php?bugnote_id=6211#r3420 |
2013-04-04 18:21 | Blzut3 | Note Added: 0006214 | |
2013-04-04 18:40 | Blzut3 | Note Edited: 0006214 | bug_revision_view_page.php?bugnote_id=6214#r3429 |
2013-04-05 09:07 | lollipop | Note Added: 0006226 | |
2013-04-05 09:07 | lollipop | Status | feedback => assigned |
2013-04-05 09:27 | Dusk | Status | assigned => closed |
2013-04-05 09:27 | Dusk | Resolution | reopened => no change required |
Notes |
|
|
Does this happen on zdoom? |
|
|
(0006208)
|
Blzut3
|
2013-04-04 13:12
|
|
User error: Infinite 0-tic loop at that line. |
|
|
|
Blzut3, you obviously didn't read the pastebin, that one line might be 0 tick, but the Whole ready state sequence isn't an infinite loop. Also, if the error occured because of an infinite loop, the error would have been different.
Hexadoken told me that the code I have there should not cause that error.
Nothing have been solved.
NOTE: I have not tested on zdoom, I don't have it and I never thought I would need it.
|
|
|
(0006214)
|
Blzut3
|
2013-04-04 18:21
(edited on: 2013-04-04 18:40) |
|
If you were looping the whole Ready state it wouldn't be, but you're not:
Ready:
MHUD A 35 A_WeaponReady
MHUD A 0 A_GiveInventory("FFA",1)
wait // <-- Infinite loop right here
Edit: To go a little more technical. The reason for the out of memory error is because while looping A_GiveInventory the FFA actor is spawned, given and then flagged as ready to be destroyed. The problem is the game never ticks so the garbage collector never runs to actually deallocate the object. Depending on how much memory your system has it will either crash as it did for you, or it will run out of stack space like would normally happen in an infinite loop. Whichever comes first.
|
|
|
|
DUH, and hexadoken told me to report it as a bug >.< |
|