What can crash Warcraft III without an error notification?

N-a-z-g-u-l

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JASS:
function ExitWarcraft takes nothing returns nothing
	loop
		call ExecuteFunc("ExitWarcraft")
	endloop
endfunction

function FreezeWarcraft takes nothing returns nothing
	loop
		call TriggerSyncReady()
		call ExecuteFunc("FreezeWarcraft")
	endloop
endfunction

function BreakThread takes nothing returns nothing
	local integer i = 1/0
endfunction

function CriticalError takes nothing returns nothing
	call ExecuteFunc("0")
endfunction

function GotoMenu takes nothing returns nothing
	call EndGame(false)
endfunction


I know several ways to crash Warcraft, but I wonder whether there are more possibilities to just exit it without a notification. I had that crash in one of my maps some minutes ago, and it would really help me fix that bug, if someonw of you knew another way to exit Warcraft instantly.

Basically the map is 11k lines of custom code, and that crash does not happen everytime I play it, it is very rare. I can't reproduce it and don't have an idea of what may cause it.
 

ZakkWylde-

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You mean so that it doesn't show a fatal error?
If you or anyone else figures this out, I would love you/him/her :D

If you figure out HOW that happens, post your code on this thread so that I may ninja it and give you credit =)

EDIT: uhhh, wait...that script you have there exits WC3 immediately?
 

N-a-z-g-u-l

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JASS:
function ExitWarcraft takes nothing returns nothing
	loop
		call ExecuteFunc("ExitWarcraft")
	endloop
endfunction


its this function, it just closes warcraft without any message

and heres a version for just one player, however, this may open the "player lags" window... dont know.
JASS:
function ExitWarcraftForPlayer takes player p returns nothing
	if GetLocalPlayer()==p then
		call ExitWarcraft()
	endif
endfunction


i am searching for other alternatives, because i am sure i dont do something like that in my map... and i want to fix that bug.
 

ZakkWylde-

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So another principle for closing WC3?
(That is, not using the same type of non-fatal error crash you have?)

The one-player version is for one person in a group game (with 2 or more people)? Not for single-player?
How does [ljass]GetLocalPlayer()==p[/ljass] do that?
 

Troll-Brain

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There are some "hidden" infinite loops.
For example did you know that an unit get a point order 851973, when you pause it, and it wasn't already paused/stunned ?
Imagine inside a trigger, you register point/target orders, you don't check the orders received, and pause , order unit to "stop", unpause unit, tadaa you've an infinite evaluation/execution of this trigger.
 

ZakkWylde-

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Uhh...using get local player...this is what I have...
Azlier basically made this whole code, I'm just trying to fix it up for personal purposes:

JASS:
library GetSavingPlayer initializer Init requires Event //Note to self: needs polishing.

globals
    private Event Ev
    private player SavingPlayer = null
    private unit array U
    private integer LocalId
endglobals

constant function GetSavingPlayer takes nothing returns player
    return SavingPlayer
endfunction

function ExitWarcraft takes nothing returns nothing
	loop
		call ExecuteFunc("ExitWarcraft")
	endloop
endfunction

function TriggerRegisterGameSaved takes trigger t returns nothing
    call Ev.register(t)
endfunction

private function OnClick takes nothing returns boolean
    local integer i = 0
    set SavingPlayer = GetOwningPlayer(GetTriggerUnit())
    call Ev.fire()
    loop
        exitwhen i > 11
        if GetPlayerName(SavingPlayer) == udg_NameArray<i> and GetPlayerName(SavingPlayer) != udg_NameArray[0] then
            ////////////////////////////////////////////
            if GetLocalPlayer() == Player(i) then //IMPORTANT PART, really
                call ExitWarcraft()   //IMPORTANT PART, really
                set i = 12
            endif
            ////////////////////////////////////////////
        endif
    set i = i + 1
    endloop
    set SavingPlayer = null
    return false
endfunction

private function OnSave takes nothing returns boolean
    call SelectUnit(U[LocalId], true)
    call SelectUnit(U[LocalId], false)
    return false
endfunction

private function Init takes nothing returns nothing
    local trigger t
    local integer i = 11
    set LocalId = GetPlayerId(GetLocalPlayer())
    set Ev = Event.create()
    loop
        set t = CreateTrigger()
        call TriggerRegisterGameEvent(t, EVENT_GAME_SAVE)
        call TriggerAddCondition(t, Condition(function OnSave))
        if GetLocalPlayer() != Player(i) then
            call DisableTrigger(t)
        endif

        set t = CreateTrigger()
        set U<i> = CreateUnit(Player(i), &#039;hfoo&#039;, 10000, 10000, 270)
        call PauseUnit(U<i>, true)
        call TriggerRegisterUnitEvent(t, U<i>, EVENT_UNIT_SELECTED)
        call TriggerAddCondition(t, Condition(function OnClick))
        exitwhen i == 0
        set i = i - 1
    endloop
endfunction

endlibrary</i></i></i></i>


So that kicks the saving player (for the moment after the game saves)...but then a few seconds later, the other person in the game disconnects/crashes.

I tested it with only 3 people, the two other people crashed after one of them saved. Any suggestions as to how to fix this?
 

ZakkWylde-

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Wrong thread?

Anyway, insta-crash with no error can be achieved by a trigger that fires its own event in an infinite loop. Like recursive damage (with no end).

...Not exactly the wrong thread. I'm trying to crash one person's Warcraft III ONLY. If that is possible...
 

N-a-z-g-u-l

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Wrong thread?

Anyway, insta-crash with no error can be achieved by a trigger that fires its own event in an infinite loop. Like recursive damage (with no end).

thanks, that was a good hint... i added some safety checks there, i dont know whether this fixed it, but anyways, safety can never be wrong.

by the way, this is the map i am talking about: http://supcom.btanks.net/
 
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