dCustomTriggerManager Triggers permanently

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Re: dCustomTriggerManager Triggers permanently

Postby Julio Jerez » Fri Jun 28, 2019 1:52 pm

alright.
I believe the assert with body been null is my fault.
I made and optimization that replace the contact list form a link list to a flat array, because of performance issues.

The code should be logically identical but them after that I made other optimizations
coming from the nature of data structure. But I believe that was a mistake.
I suspect that's the cause of the first crash, so I reverted it.
The second I imagine is because the assert compiles out is release so the results are unpredictable.

Please sync and try again.
If any of the bugs persist, the make a fresh demo, and upload it for me to check it out this weekend.
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Re: dCustomTriggerManager Triggers permanently

Postby Lax » Sun Jun 30, 2019 10:04 am

Hi Julio,

I updated to the newest newton version, but the behavior remains exactly the same.

Link to the newst demo:
http://www.lukas-kalinowski.com/Homepage/wp-content/uploads/GameDevelopment_Debug.7z

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Lax
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Re: dCustomTriggerManager Triggers permanently

Postby Julio Jerez » Sun Jun 30, 2019 12:31 pm

I try to running and does not run at all, it simply exit and that it.
I have so much problem running Ogre stuff for 15 years I have not been able to get an Ogee app running without problems.

I try to debug using the first demo you send me, and I think I can reproduce the assert when exiting
but I can't reproduce the cradle passing over the floor.
before I did not see the assert because I did not hit the scape key to start over. but that seems to reproduce it.

I will see what is wrong with that
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Re: dCustomTriggerManager Triggers permanently

Postby Julio Jerez » Sun Jun 30, 2019 12:54 pm

ok I think the bug was on the function invalidate cache, which you call before leaving the app.
I was completely broken, because after I changed the contact container from a list to a flat array

the engine not longer can delete individual contacts, instead it flags contact as dead, them a garbage collection function delete all dead contacts.
I forget to fix that function but is now fixed.

please sync and try again.
my guess is that this also fixed the collison missing bug, but I can't test since It does not happens on the old test. and I still can not run the new repro test.
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Re: dCustomTriggerManager Triggers permanently

Postby Lax » Sun Jun 30, 2019 4:28 pm

I try to running and does not run at all, it simply exit and that it.
I have so much problem running Ogre stuff for 15 years I have not been able to get an Ogee app running without problems.


Oh damn it, I totally forgot to delete the ogre.cfg, before zipping, so you started with my graphics configuration, which cannot work.

But I'm glad to hear, that you found the bug.

I tested again, and now it works!

Thanks for your help and patience!

Best Regards
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Re: dCustomTriggerManager Triggers permanently

Postby Lax » Tue Jul 23, 2019 4:14 pm

Hi julio,

I experimented further with triggers and have a question:

I use trigger for my game e.g. for coins. When the player enters the trigger for a coin, I delete the trigger in a later step, so that the coin will vanish and the trigger to.

Now when I exit my application I get a crash. Sometimes it also crashes, as soon as the trigger will be deleted.

Is there a save way to delete a trigger? So that enter/inside/exit is no more called?

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Re: dCustomTriggerManager Triggers permanently

Postby Julio Jerez » Wed Jul 24, 2019 11:47 am

There is not referencing in the engine.
If you make a trigger and you add bodies them if you dele the body, I do not remember but I do not think there is notification. I will check that.

But yo be safe if you delete a body, make sure is not on any trigger.
The engine does not do any scene manager check.

Let me check out what happen if a body inside a triggered is deleted.
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Re: dCustomTriggerManager Triggers permanently

Postby Lax » Wed Jul 31, 2019 11:19 am

I think the problem is, that my Player (Body) is inside the trigger PotionItem (Body) and I delete the PotionItem in an later frame. So the player is inside the trigger when I delete the trigger.

How can I delete this trigger savily? I have no idea.

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Re: dCustomTriggerManager Triggers permanently

Postby Julio Jerez » Wed Jul 31, 2019 3:25 pm

I think you are correct there is a problem with the destruction of triggers and bodies referenced but them.
I have not time to go over this, I will do it this weekend.
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Re: dCustomTriggerManager Triggers permanently

Postby Lax » Fri Aug 02, 2019 4:04 pm

Hm ok, I think, the best way for testing would be a demo, in which triggers are deleted when another body enters a trigger.
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Re: dCustomTriggerManager Triggers permanently

Postby Lax » Sun Sep 08, 2019 5:38 am

Hi julio,

is there any progress on that issue?

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Re: dCustomTriggerManager Triggers permanently

Postby Julio Jerez » Fri Sep 13, 2019 8:40 pm

can you try again, Dave found a big bug when deletion bodies that I just fixed
please try again.
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Re: dCustomTriggerManager Triggers permanently

Postby Lax » Mon Sep 16, 2019 4:06 pm

I tested with the latest newton version and it still does crash...
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Re: dCustomTriggerManager Triggers permanently

Postby Julio Jerez » Mon Sep 16, 2019 5:23 pm

You gave a repro before, can you set it up again?
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Re: dCustomTriggerManager Triggers permanently

Postby Lax » Tue Sep 17, 2019 4:39 am

Hi julio, I'm on vacation. When I'm back I will provide an executable package.

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