Crash when activating collisions after cell change

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jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Crash when activating collisions after cell change

Post by jhooks1 » 03 Feb 2012, 20:51

I think the problem is with Player, and it's scenenode/handle being erased.

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Zini
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Joined: 06 Aug 2011, 15:16

Re: Crash when activating collisions after cell change

Post by Zini » 03 Feb 2012, 21:14

Why would a change to scene nodes result in a crash deep in the physics system?

jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Crash when activating collisions after cell change

Post by jhooks1 » 03 Feb 2012, 21:15

I think it is the physics handle that is being removed along with the npc/creature physics handles?

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Zini
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Re: Crash when activating collisions after cell change

Post by Zini » 03 Feb 2012, 21:18

There is no physics handle, but the OGRE handle is also used by the physics system to identify objects. Still doesn't explain what I see in the debugger.

jhooks1
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Joined: 06 Aug 2011, 21:34

Re: Crash when activating collisions after cell change

Post by jhooks1 » 03 Feb 2012, 21:20

I think the problem may lie in the implementation of unloadCell()

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gus
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Joined: 11 Aug 2011, 15:41

Re: Crash when activating collisions after cell change

Post by gus » 06 Feb 2012, 21:14

Could anyone try with the latest SVN version of bullet? That bug seems familiar to me, and it's seems that bullet is not doing some cleaning up well, leading to a crash.

Edit: never mind. werdanith tried it, it doesn't work.

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gus
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Re: Crash when activating collisions after cell change

Post by gus » 06 Feb 2012, 23:10

I somehow fixed the crash... I removed for testing purpose a line that should be necessary, and the crash simply vanished, without breaking (or so it seems) the physic :p


Edit: changes are pushed in my master branch of openengine.

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Zini
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Re: Crash when activating collisions after cell change

Post by Zini » 07 Feb 2012, 00:06

This is somewhat unnerving. I guess if everything else is ready, we will have to release 0.12.0 with this fix, but removing a crash without fully understanding what went wrong is an invitation for further trouble.

jhooks1
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Re: Crash when activating collisions after cell change

Post by jhooks1 » 07 Feb 2012, 05:42

Good Job 8-)

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Greendogo
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Joined: 26 Aug 2011, 02:04

Re: Crash when activating collisions after cell change

Post by Greendogo » 08 Feb 2012, 11:54

How exactly can removing a necessary line and having it not crash be a solution? Doesn't it break something else? (I ask while not looking at the code for myself)

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