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[L4D2] Crash on CNavArea::Contains(Vector const&) const + 0x13


  
 
 
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dustinandband
Senior Member
Join Date: May 2015
Old 02-24-2022 , 19:50   [L4D2] Crash on CNavArea::Contains(Vector const&) const + 0x13
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There appears to be an issue with charger navigation pathing that leads to crashes on my servers (about 3-6 crashes per week). It's worth mentioning too that I don't have any plugins installed that would alter navmesh / SI pathing / charger (or any SI) behavior.

Relevant info

(all survival mode) :
https://crash.limetech.org/hhovm63ybiry
https://crash.limetech.org/ajmpffpb754n
https://crash.limetech.org/gzy2vtfnmnu5
https://crash.limetech.org/ui4jmkfz4cce
https://crash.limetech.org/3zm2hkep4adb
https://crash.limetech.org/k6zy3h3ajnil

Code:
0 	server_srv.so!CNavArea::Contains(Vector const&) const + 0x13
1 	server_srv.so!ChargerReturnToNavMesh::Update(Charger*, float) + 0x3b
2 	server_srv.so!Action<Charger>::InvokeUpdate(Charger*, Behavior<Charger>*, float) + 0xed
3 	server_srv.so!Action<Charger>::InvokeUpdate(Charger*, Behavior<Charger>*, float) + 0x12a
4 	server_srv.so!Behavior<Charger>::Update(Charger*, float) + 0x55
5 	server_srv.so!ChargerIntention::Update() + 0xd4
6 	server_srv.so!INextBot::Update() + 0x84
7 	server_srv.so!BossZombiePlayerBot::Update() + 0x41
8 	server_srv.so!NextBotPlayer<CTerrorPlayer>::PhysicsSimulate() + 0x24b
9 	server_srv.so!BossZombiePlayerBot::PhysicsSimulate() + 0x123
might help:
Quote:
ProdigySim —
might be a valve bug. It looks like the crash is a null pointer read inside CNavArea::Contains on the this pointer
https://i.imgur.com/q4gm2vM.png
Based on this information, it would be that the charger itself ends up off of a valid nav area, and then when it tries to check things about its current nav area it crashes
Plugins:
Spoiler


Edit

Was able to salvage the SourceTV demo file, surprisingly still playable when interrupted by a server crash.

I'm sure it was this charger causing the issue
https://youtu.be/_9MXRh8n5KA?t=25

https://f002.backblazeb2.com/file/Go...351-976.dem.gz

Though should note here that the crash happens often and happens on a variety of different maps.

If I edit this post again it'll be with more footage of different maps, in-case the nav-mesh needs editing / patching to fix the issue.


Edit #2

Alright, was a huge pain in the ass but ended up hunting down relevant demos via accelerator. All the footage is relevant to the crash report (i.e. stuck charger = crash)

After a charger gets stuck i keep it playing at 600% speed to see how long before it crashes. Average seems to be ~ 2 mins but sometimes it's less.

Uploaded these clips in-case it's possible for drem + kerry to officially update the game. Might have another hot-fix in the mean time.

Footage:

c1m2_streets - 5 clips
https://youtu.be/sdw042knHmw

c6m1_riverbank - 2 clips
https://youtu.be/pRLkgS0zgzw

c8m5_rooftop - 1 clip
https://youtu.be/9iLyK4WiPg0

c13m3_memorialbridge - 2 clips (2nd clip shows car area too)
https://youtu.be/PillHRhwGEc

c7m3_port - 2 clips
https://youtu.be/dYmwa20nNeA

c1m4_atrium - 5 clips
https://youtu.be/DW7T2_ytRLY

Last edited by dustinandband; 02-25-2022 at 02:56. Reason: Edit 2
dustinandband is offline
 



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