Game Traceline crash (10.0.0 - 46340) anyone else? menu

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  1. #1
    scizzydo's Avatar Contributor
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    Game Traceline crash (10.0.0 - 46340) anyone else?

    Hey there, after testing my stuff on the pre patch, I've been playing since it hit but I wasn't doing any crazy traceline checks. Once I started to use them a lot more, I noticed that occasionally I would hit a crash here:
    Code:
    .text:0000000142A8B675                 mov     [rsp+48h+arg_10], r15
    .text:0000000142A8B67A                 mov     r15, 7FFFFFFFFFFFFFFFh
    .text:0000000142A8B684                 mov     r10, [rbx+10h]
    rbx in that case is 0 there which causes the crash. This function can be found following the certain chain:
    Traceline (1415CEC80) -> 141622F90 -> 141621E50 -> 142A8B650 (crashing here)

    It appears to be a part of a check with M2. I can call traceline many times without issues and have it work as expected, but hitting this random crash with it occasionally.

    Has anyone else seen this? I'm wondering if this is something wrong with a change blizzard did in their code. I feel that they did changes with this area as the strings in that function have changed from previous patches.

    One way I test without fail on the crash is just iterate the whole object manager, and call traceline between every unit and my player. It'll crash on one of them. When I look at the game dump, the args are all correct, the distances aren't far from each other etc.

    Edit: Apparently after testing, the crash happens when I use a test including the 0x100000 check. Again, this isn't a 100% crash, but if I just loop every single unit with that included I will crash
    Last edited by scizzydo; 10-29-2022 at 04:48 PM.

    Game Traceline crash (10.0.0 - 46340) anyone else?
  2. #2
    aeo's Avatar Contributor
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    you are calling it from the main thread right?

  3. #3
    scizzydo's Avatar Contributor
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    Yessir. Been using it the same way since 3.3.5, only with the dragon flight prepatch does the 0x100000 flag cause occasional crashes (do remember I said it didn't happen every call)

  4. #4
    sendeos23's Avatar Active Member

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    Can confirm - hitting exactly same issue

  5. #5
    sendeos23's Avatar Active Member

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    I can reliably reproduce crash with 0x100000 flag - (I'm using it in LOS checks with (EntityCollison | WmoCollision) )

    I'm not actually 100% sure what "EntityCollison" refers to, ripped it from some post years and years ago.

    I assume its for moving entities like boats and elevators?

    For the time being I have just removed it from my LOS checks so I just have WmoCollision. I suspect it will cause some issues in future but more important things to look at right now...

  6. #6
    34D's Avatar Member
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    The same, but I have another traceline and it keeps random coordinates and never crashed,
    It crashes when I use the object manager to get the end coordinates.

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