Has anyone actually found a fix for this yet? It makes everything on the server go invisible randomly.
Spams console saying
[CODE]CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
CUtlLinkedList overflow! (exhausted index range) (65535)
[/CODE]
CUtlLinkedList is a storage class, and somewhere along the line, too many things got shoved into it.
That is most commonly overflowed by not calling Finish on ParticleEmitters ( ie calling ParticleEmitter, performing effects, then not nullifying ParticleEmitter )... It is possible to cache the emitter and use a maximum of 2, ever, but a lot of addon creators were lazy with it ( Finish didn't seem to release it before but caching them did ) and the current version and dev-version are fine.
Here's my cached "fix": [url]https://dl.dropboxusercontent.com/u/26074909/tutoring/_utilities/particle_emitter_fix.lua[/url]
Basically change all instances of ( using Match-Case and excluding quotes ): "ParticleEmitter" to "LocalPlayer( ):GetEmitter" which will cause ParticleEmitter( _pos ) to become LocalPlayer( ):GetEmitter( _pos )...
If it is from an addon and you don't have control over it, use this: [url]https://dl.dropboxusercontent.com/u/26074909/tutoring/_utilities/particle_emitter_addon_fix.lua[/url] -- The better option would be to contact the addon author and notify them that their emitters aren't being released from memory...
Please provide a list of addons, just in case it is something else as there are other things which can cause the data-structure to overflow...
[QUOTE=Acecool;47176059]That is most commonly overflowed by not calling Finish on ParticleEmitters ( ie calling ParticleEmitter, performing effects, then not nullifying ParticleEmitter )... It is possible to cache the emitter and use a maximum of 2, ever, but a lot of addon creators were lazy with it ( Finish didn't seem to release it before but caching them did ) and the current version and dev-version are fine.
Here's my cached "fix": [url]https://dl.dropboxusercontent.com/u/26074909/tutoring/_utilities/particle_emitter_fix.lua[/url]
Basically change all instances of ( using Match-Case and excluding quotes ): "ParticleEmitter" to "LocalPlayer( ):GetEmitter" which will cause ParticleEmitter( _pos ) to become LocalPlayer( ):GetEmitter( _pos )...
If it is from an addon and you don't have control over it, use this: [url]https://dl.dropboxusercontent.com/u/26074909/tutoring/_utilities/particle_emitter_addon_fix.lua[/url] -- The better option would be to contact the addon author and notify them that their emitters aren't being released from memory...
Please provide a list of addons, just in case it is something else as there are other things which can cause the data-structure to overflow...[/QUOTE]
I'm fairly new, where would I change this? Would it be in the addons itself? Thanks man!
If you're not sure then it'd be better to use the second option: [url]https://dl.dropboxusercontent.com/u/26074909/tutoring/_utilities/particle_emitter_addon_fix.lua[/url] which overwrites both, the ParticleEmitter and the CEmitter.Finish, functions.
You should be able to drop it into: server_path/addons/acecool/lua/autorun/client/particle_emitter_addon_fix.lua
If there are any issues with it replacing those functions prior to the game-mode loading then you may need to put it into: server_path/gamemodes/your_gamemode/gamemode/particle_emitter_addon_fix.lua
and add: include( "particle_emitter_addon_fix.lua" ); to the top of cl_init.lua
and add: AddCSLuaFile( "particle_emitter_addon_fix.lua" ); to the top of init.lua
The first option ( addons ) should suffice... Also... If the error is "fixed" after using this "hack-fix" then I'd recommend contacting addon authors and letting them know to fix their addon ( when you know which one is the offending one )...
I've followed Acecool's instructions exactly, and I still run into this issue. I don't believe I am doing something wrong. Some insight if possible? Maybe a clarification on the instructions given by Acecool, above?
Well, if you post some of your code which is relevant to this, we might be able to say what's wrong.
[QUOTE=Neat-Nit;47182209]Well, if you post some of your code which is relevant to this, we might be able to say what's wrong.[/QUOTE]
If the "code" is in regards to an addon, I have no idea which addon it is. I'm not sure I'm getting the complete concept of what is going on here. Is the addon fix supposed to be an "addon" in itself, or is it supposed to be added to addons that might be causing the issue?
Uh, sorry, I had this tab mixed up with another. Ignore my post...
I don't know much about this topic, so I can't help, sorry for wasting your time :downs:
Well, I googled it, and the table name brought me here:
[url]https://developer.valvesoftware.com/wiki/Simulated_Bullets[/url]
Seems like something to do with bullets? Maybe it's from a weapon.
[QUOTE=Erlik;47182201]I've followed Acecool's instructions exactly, and I still run into this issue. I don't believe I am doing something wrong. Some insight if possible? Maybe a clarification on the instructions given by Acecool, above?[/QUOTE]
If you used the second "addon fix" version ( and you put it in the right spot on the server ) and the issue is still happening then it isn't a Particle Emitter causing the issue.
It could be a ClientsideModel ( although I haven't tried creating over 65k of them yet to see ) but that linked-list holds generic objects meaning it can be any other object....
If Material is called inside a draw hook, that may create a new material each frame... Etc...
Can you figure out the exact addon? Remove half of the addons, see if it happens. If so, remove half. If not, re-add the half you removed and remove the other half. Repeat until you're down to the problem addon.
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