All this chatter, and no update on Sabiyhan...
If you can do better, be my guest.
The audio engine is supposed to be shutdown in the stack trace but it's still pumping things
'there is no cow level' was one of the cheat codes in StarCraft as well.
'there is no cow level' was one of the cheat codes in StarCraft as well.
It's not the audio engine. You're not understanding what your tools are showing you. I don't know where the line is drawn here so let's talk about Shadow of the Tomb Raider where this post by Wobbler might be similar to what you're seeing:
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Game crash to desktop after ~2 hours :: Shadow of the Tomb Raider Tech support
https://drive.google.com/open?id=1jfbCfDqcCcMVJVQe3PgBBpyzP0wBFCvh First dump (22:05 12.09.2018) - first launch and play ~2 hours with old GPU driver, then CTD Update GPU driver to 399.24 Second dump (17:21 13.09) - try to continue autosave from first play - CTD Third (20:52 13.09) - load from...steamcommunity.com
Those AK::WriteBytesMem symbols in the trace are obviously nothing to do with those methods as given the offsets they would be megabytes in size and calling into themselves at random locations. The reason this happens is AK's wwise library is often statically linked and has symbols in it and the rest of the code does not, so when tools write out the nearest symbol you get something miles away from where rip was, in a completely different company's code. People who know just enough to arrive at the wrong answer then assume that their game crashes are related to audio.
This leads to a lot of bad advice, like if you google those symbols you'll find many people being told to reinstall audio drivers to fix their game crashing based on others drawing the wrong conclusions from the output of tools they aren't familiar with.
"It depends™" entirely on what it's doing under the hood. Searching for invalid/nonexistent data usually doesn't cause failure (imagine if google crashed every time you searched for something which didn't exist)... but trying to do something with nonexistent data will cause a crash (e.g for an addition requiring integers, 1+2 works, but 1+<null> would not)... so if that first thing is trying something with audio, then that's what you'll see fail, not that some index was corrupt. If we go one step further, maybe for efficiencies sake, we're just grabbing data and assuming it's correct and just passing non-audio data to an audio engine. That's probably going to make the audio engine crash too.Surely the fact its crashing when it looks for results suggests it is indeed, as you say, an index issue, it finds something that is invalid and goes to load it up and falls flat on its face, rather than find something and play a "Tada!" sound file?
00007FF6A605D343 mov edx,dword ptr [rax+20h]
RAX is just the name of a register in assembly programming, one of the quick access cpu ram spots. EDX is also such a thing as well.If you debug and dissassemble from the created dump, the break/crash happens in the code at:
00007FF6A605D343 mov edx,dword ptr [rax+20h]
Of course rax is the return register and contains 0x0 at this step, but some may find the term rax at this point very interesting so I posted it.
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it would be a well thought out idea, if anyone bothered to see if you can even search for carriers thru the search field that causes this system crash (you can't. just tried). You can't even search for them by ship id.
Aye, that was indeed my thought, we can not search for carriers, the galaxy map search results in zooming to a system or station that meets the required text search.
but what if a carrier DID come up during a galaxy map search? Then that would not be an expected result for the developers nor the search code which parses the galaxy map search.
The could might not have even be updated, or NEED to be updated.
It shouldn't be an issue because the carriers are SUPPOSED to be flagged as unsearchable, right?