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IDProjectCategoryView StatusDate SubmittedLast Update
0001314Zandronum[All Projects] Bugpublic2013-04-03 17:132013-04-05 09:27
Reporterlollipop 
Assigned ToBlzut3 
PrioritynormalSeveritycrashReproducibilityalways
StatusclosedResolutionno change required 
PlatformMicrosoftOSWindowsOS Version7
Product Version1.0 
Target VersionFixed in Version 
Summary0001314: "Failed to malloc 716 bytes" error, DECORATE failure of some sort
DescriptionI 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 Reproduce1. Download my attatched file and load it together with aow2 beta13.
2. type in console: give firebatswitch
3. crash
Additional Informationthe 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.
Attached Files? file icon Firebat Mech.wad [^] (7,371 bytes) 2013-04-03 17:13

- Relationships

-  Notes
User avatar (0006207)
Watermelon (developer)
2013-04-04 11:55

Does this happen on zdoom?
User avatar (0006208)
Blzut3 (administrator)
2013-04-04 13:12

User error: Infinite 0-tic loop at that line.
User avatar (0006211)
lollipop (reporter)
2013-04-04 16:57
edited on: 2013-04-04 16:57

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.

User avatar (0006214)
Blzut3 (administrator)
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.

User avatar (0006226)
lollipop (reporter)
2013-04-05 09:07

DUH, and hexadoken told me to report it as a bug >.<

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: lollipop
Opponents: No one explicitly opposes this issue yet.

- 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 View Revisions
2013-04-04 18:21 Blzut3 Note Added: 0006214
2013-04-04 18:40 Blzut3 Note Edited: 0006214 View Revisions
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






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