Spellcaster Studios

Make it happen…

Ruined day…

As the title indicates, this was a completely wasted day…

Was going to fix more stuff from the feedback list, but instead got a heap corruption bug somewhere that I couldn’t manage to fix…

A heap corruption bug happens when you write to a position that was already released (or out of bounds)… Problem is that it usually it only gets detected when that memory is reallocated, which means you never know who is behaving badly…

This is a recent bug, but none of the code I’ve added explains the bug (I’ve gone through it a lot), so it’s more likely a question of exposing the bug than actually creating the bug…

I’ve tried using something like “Application Verifier”, but it quadruples or so the memory requirements of the application, which means that I’m running out of RAM on my 32-bit application so I can’t test anything with it (without porting the code to 64-bit).

One possible debug option is that I fire this up under Linux and use Valgrind to test it, since it should detect this, but I don’t have access to the Linux machine for now (and in the next couple of weeks)…

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My main guess on the source of the problem is the multithreaded code writing on a pointer that’s being deleted… But no idea on how to actually test or find out where!

I’ll keep at this, but I’m getting discouraged again with the game… I feel it will never be ready for my standards! My head is also not fully “in the game”, since I’m looking for a job and I have some proposals already, and I’m not sure they’re what I want at this stage in my life… Disappointed smile

Now listening to “Crack the Skye” by “Mastodon”

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