[bf1942] Crash + stacktrace
ScratchMonkey
ScratchMonkey at SewingWitch.com
Sat Jan 25 20:05:47 EST 2003
--On Saturday, January 25, 2003 1:53 PM +0100 Anton Jansen <gradius at fmf.nl>
wrote:
># 0 0x9193926 in _STL::vector<dice::ref2::io::INetworkable *,
> _STL::allocator<dice::ref2::io::INetworkable *> >::begin ()
> (gdb) bt
># 0 0x9193926 in _STL::vector<dice::ref2::io::INetworkable *,
> _STL::allocator<dice::ref2::io::INetworkable *> >::begin ()
># 1 0x93aa3b3 in _STL::vector<dice::ref2::io::INetworkable *,
> _STL::allocator<dice::ref2::io::INetworkable *> >::front ()
># 2 0x93aa47f in dice::ref2::io::NetworkManager::getNetUpdate ()
># 3 0x8c9ef27 in dice::bf::GhostManager::writeData ()
># 4 0x919298c in dice::bf::GhostManager::sendData ()
># 5 0x8ca09f3 in dice::bf::GhostManager::transmit ()
># 6 0x8ccffe7 in dice::bf::ClientConnection::transmitMsgs ()
># 7 0x8cb1972 in dice::bf::GameServer::processGameStateAndSendPackets ()
That looks pretty similar to what I sent a few days ago, but looks like it
got a little deeper in the stack. Looks like the NetworkManager is biting
the dust.
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