| 08-05-2006, 12:45 AM | #1 |
I am going to give 50 rep to anyone that is able to find out the exact reasons of that bug. No I don't want you to reproduce it, anyone can, I have like 5 spells that suffer this bugs, but I want to know the exact reasons. |
| 08-05-2006, 04:13 AM | #2 |
I think you could put a bounty of 500 rep on it and noone would figure it out. Really, I think it's just caused by a quirk... Or something. |
| 08-05-2006, 07:40 AM | #3 |
care to explain it first? I've faced a timer bug where pausing and un-pausing a periodic timer will cause it to stop running after 1~3 subsequent iterations. I end up having to just destroy the timer and re-make each time I need to "pause" it. |
| 08-05-2006, 07:43 AM | #4 |
It's simple, there's a bug that if you start a timer and then you null its variable, the timer will eventually after many casts, will freeze. |
| 08-05-2006, 09:19 AM | #5 |
Maybe keeping (and leaking) a variable assigned to the timer could protect it against being dumped upon by the DestroyTimer bug? EDIT: No, as if you don't make it a variable at all, then it doesn't bug... |
| 08-05-2006, 09:23 AM | #6 | |
Quote:
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| 08-05-2006, 09:26 AM | #7 |
Also, if you try to pause a non-started timer, it would directly crash the game (at least on my machine) |
| 08-05-2006, 09:50 AM | #8 |
It never crashes my pc if i try to pause or destroy a non started or a non existing timer. The only thing that caused a crash for me was using something like DestroyTimer(GetTriggeringTrigger()) or the other way around. |
| 08-05-2006, 09:55 AM | #9 |
Vile, what version of the game you have? I personally never tried this bug on different versions, but I know that I used to have 1.18 and moving an unit outside the map (SetUnitX, SetUnitY) would not cause a crash! ~Daelin |
| 08-05-2006, 10:04 AM | #10 |
1.20E, the latest, i never tried out that setunitx/y bug, but i do have a function made by someone, i think vex, that gets a safe x/y to set the x/y without crashes. |
| 08-05-2006, 10:09 AM | #11 |
That's not a problem. You can check when the unit gets outside the map and not allow it, that's not difficult. But I could actually move the unit even outside the border and it worked (with 1.18) without crashing at all. In 1.19 I think, it crashed. Sorry for the off-topic. ~Daelin |
| 08-05-2006, 11:01 AM | #12 | |
Quote:
Writing: JASS:call call DestroyTimer(GetTriggeringTrigger()) Just causes a compile error, it dosent even run. |
| 08-05-2006, 11:18 AM | #13 |
Ah sorry, not that one. It caused a crash when I was trying to use a function relating to that. My bad. |
| 08-05-2006, 11:24 AM | #14 |
Umm... Could anyone point me to a sample code where the bug takes place? Cuz I do not really know what this is all about... Is it supposed to be something like this? JASS:local timer t = CreateTimer() call TimerStart(t, 0.01, true, function Whatever) set t = null Does function Whatever stop working after a large number of repeats? ~Daelin |
| 08-05-2006, 11:48 AM | #15 |
No, it's not that simple. Take a search for the latests posts made by me if you want, there should be a map attached to the other gamecache thread where the problem occurs. |
