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Question by Brendan · Oct 07, 2015 at 07:15 AM ·

Integration with Unreal Engine 4.5.1

jmartinez-skara
started a topic on Tue, 20 January 2015 at 2:30 AM

Hi there,

I have been integrating the version that you provide us. As far as I know, the integration that you provide was made with UE4.4.

Ok, so I only have to implement many methods of the interface IOnlineSession. It wasn't painfully but the problem raises when I start the editor, hit the play button, and then the stop one.

The engine crashes in a method of the libcurl library (curl_multi_cleanup). I attach you an imagethat shows the visual studio call stack of the crash.

The problem also rises when you shutdown the game. Same callstack.

Did you have any problem like this??

Thanks in advance,

Juan

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Answer by Brendan · Oct 07, 2015 at 07:16 AM

3 Comments
Brendan Vanous said on Tue, 20 January 2015 at 2:51 PM

Thanks for reporting this, Juan. Can you send us the details of the crash (the error message), in addition? What is the value of the handle being passed into curl_multi_cleanup? It sounds like there's an issue with the cleanup of the multi handle of the HttpRequesterCURL, which may mean it was already deleted. Could you put a memory breakpoint on the handle after it is created, and see when it fires?

Brendan


jmartinez-skara said on Thu, 22 January 2015 at 9:09 AM

Ok, before wrote you the issue, I detected that the was creating two FOnlineSubsystemPlayfab instances. The 'DefaultInstance', wich is the normal one, and the 'Context_1' instance. As far as I know, in Unreal, all the modules are created with the "second name", default instance. I didn't see until know, this kind of name 'Context_1'.

This is the output log, where you can see the releasing process of two instances of the subsystem:

[2015.01.22-15.33.03:230][267]LogOnline:Display: FOnlineSubsystemPlayFab::Shutdown()
[2015.01.22-15.33.03:232][267]LogPlayLevel:Display: Shutting down PIE online subsystems
[2015.01.22-15.33.03:324][268]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000000011FC39C0
[2015.01.22-15.33.03:348][268]LogPlayLevel:Display: Destroying online subsystem :Context_1
[2015.01.22-15.33.03:349][268]LogOnline:Display: FOnlineSubsystemPlayFab::Shutdown()
Primera excepción en 0x000007FEDEC55F94 (UE4Editor-Engine.dll) en UE4Editor.exe: 0xC0000005: Infracción de acceso al escribir en la ubicación 0x0000000000000000.
Excepción no controlada en 0x000007FEDEC55F94 (UE4Editor-Engine.dll) en UE4Editor.exe: 0xC0000005: Infracción de acceso al escribir en la ubicación 0x0000000000000000.

It seems that the crash is related with an access of a null pointer or a corrupted one (bad memory access). I can't debug any value. As you can see in the image above, the last step of the call stack that I can access to debug it, is the one related with the DestroyOnlineSubsystem of Playfab module.

If I can help with other thing, let me know.

p.d.: I'm going to open another issue related with the compilation in Debug Editor & Debug.

Thanks,

Juan


Brendan Vanous said on Fri, 23 January 2015 at 12:57 AM

Thanks, Juan. At this point, we should move this discussion to email, so that we can iterate on the debugging process, and then update this thread when the issue is resolved. Could you send the full call stack and mini dump for the crash to us at devrel@playfab.com?

Thanks,

Brendan

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