[Ohrrpgce] [ohrrpgce/ohrrpgce] "UPDATE_WALKABOUT_POS: missing sprite component" (#1137)

James Paige notifications at github.com
Tue Apr 27 05:00:21 PDT 2021


Oh, another question: how much do we trust the SWAP built-in? We use it a
lot for simple types like integers, but I think the only places we ever use
it for complex UDTs is when swapping heroes and when re-ordering menudef
items in custom

I remember being paranoid about SWAP... But I don't remember why.

On Tue., Apr. 27, 2021, 7:55 a.m. James Paige, ***@***.***>
wrote:

> I tried valgrind, and the crash simply didn't happen.
>
> I'll try asan also
>
> On Mon., Apr. 26, 2021, 11:41 p.m. Ralph Versteegen, <
> ***@***.***> wrote:
>
>> Sounds like it could be a dangling pointer.
>>
>> Can you use valgrind or asan (AddressSanitizer)?
>>
>> I have a lot of poor luck with valgrind, sometimes I can't really get it
>> to
>> work, and it's a pain that I always have to spend a long time updating
>> misc/valgrind_suppressions.txt after having upgraded parts of my OS.
>>
>> asan doesn't seem to have that problem. To use asan compile with "scons
>> asan=1", which compiles in memory error checking into C code (it forces
>> gengcc=1). Like valgrind, asan can report reads/writes off the end of
>> allocated memory or access to freed memory.
>>
>> On Tue, 27 Apr 2021 at 09:04, James Paige ***@***.***> wrote:
>>
>> > This is a tricky one!
>> > I have a test case that crashes on this, but very tiny seemingly
>> > irrelevant changes to the source code can prevent the crash from
>> happening.
>> >
>> > For example, if I comment out everything in the implementation of
>> "camera
>> > follows hero" in scriptcommands.bas then the crash doesn't happen. Or
>> if I
>> > add debug comments inside update_HeroSliceContext() then the crash
>> doesn't
>> > happen.
>> >
>> > I assume memory is being corrupted and that these small changes are
>> > altering the layout of the corrupted memory just enough to prevent the
>> crash
>> >
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