View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000587||Gameplay + OpenGL||[All Projects] Bug||public||2017-04-15 08:21||2017-04-15 12:01|
|Summary||0000587: DCorpsePointer Crash|
|Description||Image of Callstack Trace|
I think A_QueueCorpse is causing a crash.
|Tags||No tags attached.|
To be specific, 'first' is null. The way I have a system set up, corpses can disappear so it shouldn't come as a surprise that it can become null.
|Made a fix that at least stops the crashing.|
|I won't do anything further. To make it short, what you do here is wrong. If you queue a corpse you relinquish ownership to the queue and should not muck around with it, and if you want to muck around with it, either not queue or unqueue it before doing things.|
I wasn't expecting you to do anything further, merely resolving the crash is just what I needed. I'm happy.
Indeed the rest of the stuff is not for you to concern yourself over.
|The fix hides the actual problem: instance of DCorpsePointer is used before SetClass() function is called for it.|
Now this was something I was unaware of. But still, having a nullptr check never hurts.
Hooray for yet another constructor that is doing work that a constructor is not supposed to do. :(
These things are a menace.
|2017-04-15 08:21||Major Cooke||New Issue|
|2017-04-15 08:23||Major Cooke||Note Added: 0001389|
|2017-04-15 08:26||Major Cooke||Note Edited: 0001389||View Revisions|
|2017-04-15 09:35||Major Cooke||Note Added: 0001391|
|2017-04-15 10:28||Graf Zahl||Status||new => resolved|
|2017-04-15 10:28||Graf Zahl||Resolution||open => fixed|
|2017-04-15 10:29||Graf Zahl||Note Added: 0001392|
|2017-04-15 10:30||Major Cooke||Note Added: 0001393|
|2017-04-15 10:32||Major Cooke||Note Edited: 0001393||View Revisions|
|2017-04-15 10:36||_mental_||Note Added: 0001395|
|2017-04-15 10:37||Major Cooke||Note Added: 0001396|
|2017-04-15 10:37||Major Cooke||Note Edited: 0001396||View Revisions|
|2017-04-15 12:01||Graf Zahl||Note Added: 0001397|