manuel.gysin Posted March 10, 2013 Share Posted March 10, 2013 Hello Pseudo code: WorldTrigger wtOutoing; void init() { wtOutoing = node_cast("some node")); wtOutoing.setTargetNodes((test.getActor())); } void shutdown() { // Setting an empty list, no crash wtOutoing.setTargetNodes(()); wtIngoing.setTargetNodes(()); } Error if not overwrite target nodes: Unigine fatal error engine/world/worlds/WorldTrigger.cpp:233: void WorldTrigger::removeNode(Node*): Assertion: 'isTargetNode(node) && "WorldTrigger::removeNode(): is not a target node"' Shutdown Aborted (core dumped) ./client.sh 45.94s user When shutting down all worldtriggers should be overwritten by an empty array or just ignoring their target nodes in the deconstructor (or checking for NULL). The current behavior leads to a very complicated handling and a difficult debugging. (Nobody expects that the target nodes must be still available while deconstruction the worldtrigger) Link to comment
silent Posted March 14, 2013 Share Posted March 14, 2013 Hi, Thanks. We'll check it. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
frustum Posted August 24, 2013 Share Posted August 24, 2013 I can't imagine the situation when this crash happened. All nodes clear their triggers and triggers clear their nodes in the destructors. A sample is required for fix. Link to comment
manuel.gysin Posted August 26, 2013 Author Share Posted August 26, 2013 Hi Frustum Sorry for the long waiting. I will provide a sample today. Link to comment
manuel.gysin Posted October 8, 2013 Author Share Posted October 8, 2013 Sorry, to much work. Totally forgot about it. I finished merging of latest SDK just now. Will test it within the next hours. Link to comment
manuel.gysin Posted October 8, 2013 Author Share Posted October 8, 2013 Works in this release without any problems! Link to comment
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