[odamex-bug-reporter] [Bug 1066] New: P_SetMobjState stack overflow in av.wad MAP01

  • From: odamex-bugtracker@xxxxxxxxxx
  • To: odamex-bug-reporter@xxxxxxxxxxxxx
  • Date: Thu, 10 Apr 2014 17:06:58 +0000

http://odamex.net/bugs/show_bug.cgi?id=1066

            Bug ID: 1066
           Summary: P_SetMobjState stack overflow in av.wad MAP01
    Classification: Unclassified
           Product: Odamex
           Version: 0.7.x
          Hardware: All
                OS: All
            Status: NEW
          Severity: normal
          Priority: P1
         Component: Client
          Assignee: odamex-bug-reporter@xxxxxxxxxxxxx
          Reporter: elykdav@xxxxxxxxx

Playing with 0.7.0 on a coop server.

Occasionally, the client will disconnect with the error "P_SetMobjState:
callstack depth exceeded bounds" upon spawning. A backtrace shows the following
(I've trimmed out the redundant bits):

#0  P_SetMobjState (mobj=0x7fffee663ba0, state=S_VILE_RUN1, cl_update=true) at
/home/kyle/code/odamex-src-0.7.0/common/p_mobj.cpp:921
#1  0x00000000004ef1ff in A_Look (actor=0x7fffee663ba0) at
/home/kyle/code/odamex-src-0.7.0/common/p_enemy.cpp:775
#2  0x0000000000520f9d in P_SetMobjState (mobj=0x7fffee663ba0,
state=S_VILE_STND, cl_update=true)
    at /home/kyle/code/odamex-src-0.7.0/common/p_mobj.cpp:952
#3  0x00000000004ef5e9 in A_Chase (actor=0x7fffee663ba0) at
/home/kyle/code/odamex-src-0.7.0/common/p_enemy.cpp:831
#4  0x00000000004f0e3b in A_VileChase (actor=0x7fffee663ba0) at
/home/kyle/code/odamex-src-0.7.0/common/p_enemy.cpp:1351
#5  0x0000000000520f9d in P_SetMobjState (mobj=0x7fffee663ba0,
state=S_VILE_RUN1, cl_update=true)
    at /home/kyle/code/odamex-src-0.7.0/common/p_mobj.cpp:952
#6  0x00000000004ef1ff in A_Look (actor=0x7fffee663ba0) at
/home/kyle/code/odamex-src-0.7.0/common/p_enemy.cpp:775
#7  0x0000000000520f9d in P_SetMobjState (mobj=0x7fffee663ba0,
state=S_VILE_STND, cl_update=true)
    at /home/kyle/code/odamex-src-0.7.0/common/p_mobj.cpp:952
#8  0x00000000004ef5e9 in A_Chase (actor=0x7fffee663ba0) at
/home/kyle/code/odamex-src-0.7.0/common/p_enemy.cpp:831
#9  0x00000000004f0e3b in A_VileChase (actor=0x7fffee663ba0) at
/home/kyle/code/odamex-src-0.7.0/common/p_enemy.cpp:1351
#10 0x0000000000520f9d in P_SetMobjState (mobj=0x7fffee663ba0,
state=S_VILE_RUN1, cl_update=true)
    at /home/kyle/code/odamex-src-0.7.0/common/p_mobj.cpp:952
#11 0x00000000004ef1ff in A_Look (actor=0x7fffee663ba0) at
/home/kyle/code/odamex-src-0.7.0/common/p_enemy.cpp:775
#12 0x0000000000520f9d in P_SetMobjState (mobj=0x7fffee663ba0,
state=S_VILE_STND, cl_update=true)

It looks like this was known about, as A_Chase contains the comment "denis -
todo - this sometimes leads to a stack overflow due to infinite recursion:
A_Chase->SetMobjState->A_Look->SetMobjState"

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