[Client Crash] RemoveBuildingForPlayer - Printable Version
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+--- Thread: [Client Crash] RemoveBuildingForPlayer (
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[Client Crash] RemoveBuildingForPlayer -
BigETI - 08.04.2012
I have a game mode where I use a selfmade streamer to prevent overloading the objects of the map there.
The problem is that if I use some (alot) RemoveBuildingForPlayer functions, my client will crash almost every 2-5 minutes.
Code:
SA-MP 0.3e-RC6
Exception At Address: 0x006FF35B
Registers:
EAX: 0x118963DC EBX: 0x00000000 ECX: 0x00B6F9CC EDX: 0x118963D8
ESI: 0x00000000 EDI: 0x03573140 EBP: 0x00000004 ESP: 0x0022FD44
EFLAGS: 0x00210206
Stack:
+0000: 0x00000000 0x005342FE 0x00000000 0x00B6F9CC
+0010: 0x00000002 0x0BEE033C 0x77E980E0 0x005343B7
+0020: 0x0BEE033C 0x00000000 0x03478E29 0x00553308
+0030: 0x0BEE033C 0x00553C57 0x0BEE0300 0x0000001A
+0040: 0x00000001 0x00002BEE 0x0053DFE2 0x00000000
+0050: 0x0053EAA6 0x0173E9CC 0x0053EAC4 0x44200000
+0060: 0x44000000 0x0053ECC2 0x00000001 0x00619B71
+0070: 0x0000001A 0x00000001 0x00000001 0x0000000A
+0080: 0x00748DA0 0x0000001A 0x00000001 0x76A8D8F3
+0090: 0x00000000 0x0022FF88 0x7FFD3000 0x01730000
+00A0: 0x4F06799D 0x017310F0 0x00000008 0x00000100
+00B0: 0x00000008 0x00000102 0x44200000 0x44000000
+00C0: 0x00000000 0x00000000 0x00000500 0x00000400
+00D0: 0x00000000 0x00000001 0x001006D2 0x00000200
+00E0: 0x00000000 0x020E02A4 0x036653F4 0x000002A4
+00F0: 0x0000020E 0x0000002C 0x0022FE2C 0x00825EA4
+0100: 0x76A8D8F3 0x00000000 0x7FFD3000 0xFFFFFFFF
+0110: 0x00821D17 0x00000065 0x00000065 0x0022FF88
+0120: 0x008246F1 0x00400000 0x00000000 0x017826A5
+0130: 0x0000000A 0x00000094 0x00000006 0x00000001
+0140: 0x00001DB1 0x00000002 0x76726553 0x20656369
+0150: 0x6B636150 0x00003120 0x00000000 0x00000000
+0160: 0x00000000 0x00000000 0x00000000 0x00000000
+0170: 0x00000000 0x00000000 0x00000000 0x00000000
+0180: 0x00000000 0x00000000 0x00000000 0x00000000
+0190: 0x00000000 0x00000000 0x00000000 0x00000000
+01A0: 0x00000000 0x00000000 0x00000000 0x00000000
+01B0: 0x00000000 0x00000000 0x00000000 0x00000000
+01C0: 0x00000000 0x00824588 0x00000000 0x00000000
+01D0: 0x7FFD3000 0xC0000005 0x00000000 0x017826A5
+01E0: 0x00000044 0x017B6768 0x017B55E0 0x017B4068
+01F0: 0x00000000 0x00000000 0x00000000 0x00000000
+0200: 0x00000000 0x00000000 0x00000000 0x00000000
+0210: 0x00000000 0x00000000 0xFFFFFFFF 0xFFFFFFFF
+0220: 0xFFFFFFFF 0x00000000 0x00000000 0x0022FE78
+0230: 0x0022F950 0x0022FFC4 0x00825EA4 0x00888078
+0240: 0x00000000 0x0022FF94 0x76A8ED6C 0x7FFD3000
+0250: 0x0022FFD4 0x77D9377B 0x7FFD3000 0x749E6659
+0260: 0x00000000 0x00000000 0x7FFD3000 0x00000000
+0270: 0x00000000 0x00000000 0x0022FFA0 0x00000000
SCM Op: 0x2BF, lDbg: 0
Game Version: US 1.0
State Information: Ped Context: 0
Is there some kind of function to recover the removed buildings to prevent such crashes?
Example:
pawn Code:
new removeid = RemoveBuildingForPlayer(playerid, 10771, -1357.6953, 501.2969, 5.4453, 0.25); // <-- Should return a value for later usage
//...
RecoverBuildingForPlayer(playerid, removeid); // <-- Would be usefull
By the way I use 214 RemoveBuildingForPlayer functions in my game mode.
(max 400 per player object stream + 214 RemoveBuildingForPlayer functions... not good!)
Tested with 0.3e RC6
Regards: BigETI