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Old 08/04/2012, 11:19 PM   #1
BigETI
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Join Date: Mar 2010
Location: Germany
Posts: 1,046
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Default [Client Crash] RemoveBuildingForPlayer

I have a game mode where I use a selfmade streamer to prevent overloading the objects of the map there.

The problem is that if I use some (alot) RemoveBuildingForPlayer functions, my client will crash almost every 2-5 minutes.
Code:
SA-MP 0.3e-RC6
Exception At Address: 0x006FF35B

Registers:
EAX: 0x118963DC	EBX: 0x00000000	ECX: 0x00B6F9CC	EDX: 0x118963D8
ESI: 0x00000000	EDI: 0x03573140	EBP: 0x00000004	ESP: 0x0022FD44
EFLAGS: 0x00210206

Stack:
+0000: 0x00000000   0x005342FE   0x00000000   0x00B6F9CC
+0010: 0x00000002   0x0BEE033C   0x77E980E0   0x005343B7
+0020: 0x0BEE033C   0x00000000   0x03478E29   0x00553308
+0030: 0x0BEE033C   0x00553C57   0x0BEE0300   0x0000001A
+0040: 0x00000001   0x00002BEE   0x0053DFE2   0x00000000
+0050: 0x0053EAA6   0x0173E9CC   0x0053EAC4   0x44200000
+0060: 0x44000000   0x0053ECC2   0x00000001   0x00619B71
+0070: 0x0000001A   0x00000001   0x00000001   0x0000000A
+0080: 0x00748DA0   0x0000001A   0x00000001   0x76A8D8F3
+0090: 0x00000000   0x0022FF88   0x7FFD3000   0x01730000
+00A0: 0x4F06799D   0x017310F0   0x00000008   0x00000100
+00B0: 0x00000008   0x00000102   0x44200000   0x44000000
+00C0: 0x00000000   0x00000000   0x00000500   0x00000400
+00D0: 0x00000000   0x00000001   0x001006D2   0x00000200
+00E0: 0x00000000   0x020E02A4   0x036653F4   0x000002A4
+00F0: 0x0000020E   0x0000002C   0x0022FE2C   0x00825EA4
+0100: 0x76A8D8F3   0x00000000   0x7FFD3000   0xFFFFFFFF
+0110: 0x00821D17   0x00000065   0x00000065   0x0022FF88
+0120: 0x008246F1   0x00400000   0x00000000   0x017826A5
+0130: 0x0000000A   0x00000094   0x00000006   0x00000001
+0140: 0x00001DB1   0x00000002   0x76726553   0x20656369
+0150: 0x6B636150   0x00003120   0x00000000   0x00000000
+0160: 0x00000000   0x00000000   0x00000000   0x00000000
+0170: 0x00000000   0x00000000   0x00000000   0x00000000
+0180: 0x00000000   0x00000000   0x00000000   0x00000000
+0190: 0x00000000   0x00000000   0x00000000   0x00000000
+01A0: 0x00000000   0x00000000   0x00000000   0x00000000
+01B0: 0x00000000   0x00000000   0x00000000   0x00000000
+01C0: 0x00000000   0x00824588   0x00000000   0x00000000
+01D0: 0x7FFD3000   0xC0000005   0x00000000   0x017826A5
+01E0: 0x00000044   0x017B6768   0x017B55E0   0x017B4068
+01F0: 0x00000000   0x00000000   0x00000000   0x00000000
+0200: 0x00000000   0x00000000   0x00000000   0x00000000
+0210: 0x00000000   0x00000000   0xFFFFFFFF   0xFFFFFFFF
+0220: 0xFFFFFFFF   0x00000000   0x00000000   0x0022FE78
+0230: 0x0022F950   0x0022FFC4   0x00825EA4   0x00888078
+0240: 0x00000000   0x0022FF94   0x76A8ED6C   0x7FFD3000
+0250: 0x0022FFD4   0x77D9377B   0x7FFD3000   0x749E6659
+0260: 0x00000000   0x00000000   0x7FFD3000   0x00000000
+0270: 0x00000000   0x00000000   0x0022FFA0   0x00000000

SCM Op: 0x2BF, lDbg: 0

Game Version: US 1.0

State Information: Ped Context: 0
Is there some kind of function to recover the removed buildings to prevent such crashes?

Example:
pawn Code:
new removeid = RemoveBuildingForPlayer(playerid, 10771, -1357.6953, 501.2969, 5.4453, 0.25); // <-- Should return a value for later usage
//...
RecoverBuildingForPlayer(playerid, removeid); // <-- Would be usefull

By the way I use 214 RemoveBuildingForPlayer functions in my game mode.
(max 400 per player object stream + 214 RemoveBuildingForPlayer functions... not good!)

Tested with 0.3e RC6

Regards: BigETI
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