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MovePath crash #143
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Seems to be fixed |
I'm able to reproduce the problem. See this gist and the following output. Console input: loadfs test2
[06/10/2018 18:19:11] ON_FILTER_SCRIPT_INIT
[06/10/2018 18:19:11] CREATE: 0, ID: 0, VALID: 1
[06/10/2018 18:19:11] CREATE: 1, ID: 1, VALID: 1
[06/10/2018 18:19:11] CREATE: 2, ID: 2, VALID: 1
[06/10/2018 18:19:11] CREATE: 3, ID: 3, VALID: 1
[06/10/2018 18:19:11] CREATE: 4, ID: 4, VALID: 1
[06/10/2018 18:19:11] CREATE: 5, ID: 5, VALID: 1
[06/10/2018 18:19:11] CREATE: 6, ID: 6, VALID: 1
[06/10/2018 18:19:11] CREATE: 7, ID: 7, VALID: 1
[06/10/2018 18:19:11] CREATE: 8, ID: 8, VALID: 1
[06/10/2018 18:19:11] CREATE: 9, ID: 9, VALID: 1
[06/10/2018 18:19:11] Filterscript 'test2.amx' loaded.
Console input: unloadfs test2
[06/10/2018 18:19:20] ON_FILTER_SCRIPT_EXIT
[06/10/2018 18:19:20] DESTROY: 0, VALID: 0, SUCCESS: 1
[06/10/2018 18:19:20] DESTROY: 1, VALID: 1, SUCCESS: 1
[06/10/2018 18:19:20] DESTROY: 2, VALID: 0, SUCCESS: 0
[06/10/2018 18:19:20] DESTROY: 3, VALID: 1, SUCCESS: 1
[06/10/2018 18:19:20] DESTROY: 4, VALID: 1, SUCCESS: 1
[06/10/2018 18:19:20] DESTROY: 5, VALID: 0, SUCCESS: 0
==> CRASH! Note that just after creating each movepath, the plugin correctly returns that they are valid. After that however, the valid check has a pretty random outcome. Destroying a path seems to have a pretty random success rate as well, regardless of the outcome of the valid check. |
ziggi
added a commit
that referenced
this issue
Oct 7, 2018
Fixed. |
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The server crashes when using multiple movepaths. Caused by commit c337580. Maybe related to #124.
While performing the movepath my NPCs can be stopped with
FCNPC_Stop
or can start moving somewhere else withFCNPC_GoTo(Player)
. Maybe that has something to do with it, not sure.I'm trying to isolate and reproduce the problem, but I haven't succeeded yet.
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