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CE 6.5 bugs
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mgr.inz.Player
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PostPosted: Mon Jan 11, 2016 8:29 am    Post subject: Reply with quote

Hatschi wrote:
mgr.inz.Player wrote:
There is 6.5.0.3...


Excuse me but where do I get it from? The official download page just tells about 6.5

If you download it again, you will see that installer version is 6.5.0.3

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Csimbi
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PostPosted: Mon Jan 11, 2016 12:20 pm    Post subject: Reply with quote

CE 6.5.0.3

When attaching CE to the process the 'nth' time, CE hangs.

I am debugging Dungeons: The Dark Lord, specifically its server process, Dungeons-Server.exe, which is a mono process.

Dungeons-Server.exe keeps crashing (due to my bad code), but I keep restarting the game and attaching CE and the debugger.
After a while, usually somewhere between the 4th and the 7th time attaching CE, CE simply hangs (goes zombie).
I wonder if it's a bug (leak?) in DotNetDataCollector32.exe.

The workaround is easy, so it's no biggie, but I'd prefer not having to restart CE.

Thank you!

Edit
I noticed that it hangs right away when I load a game while I have a script enabled. So it, it may very well be irrelevant to the number of times the game crashed.
It would seem that the server is restarted when a game is loaded so I guess the problem is that CE still thinks it's running.
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pkedpker
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PostPosted: Tue Jan 12, 2016 4:26 am    Post subject: Reply with quote

this probably been posted i also get the same/similar bug with In between scan.



seems the offset math for positioning them isn't ran right away only ran on resize.

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Hacks I made for kongregate.
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Took a test lol
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hhhuut
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PostPosted: Tue Jan 12, 2016 4:36 am    Post subject: Reply with quote

Have you installed the newest Version 6.5.0.3?
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pkedpker
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PostPosted: Tue Jan 12, 2016 4:56 am    Post subject: Reply with quote

ah not yet I will try it.. I installed this during new years
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Took a test lol
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Hatschi
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PostPosted: Tue Jan 12, 2016 10:55 am    Post subject: Reply with quote

mgr.inz.Player wrote:
If you download it again, you will see that installer version is 6.5.0.3


Ah I used the portable download link because of the adware shipped with the installer. Makes sense my version stays at 6.5.0.0
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hhhuut
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PostPosted: Tue Jan 12, 2016 11:08 am    Post subject: Reply with quote

I probably got another bug with the kernelmode debugger:

As previously mentioned, DBVM itself works fine (and stable) on my system, but every time I try to attach the kernelmode debugger to a game, the whole OS crashes.

Basically it makes no matter, whether the "Use global debug routines" checkbox is ticked or not, but what I noticed is, that when it is checked, the OS displays a bluescreen almost immediately, but when the checkbox is not ticked, then there's the flashing bar again which says "DBK64 loaded", but even before it ends flashing, the OS freezes (but does not display a bluescreen!) ... Unfortunately it does not unfreeze again, so I have to keep resetting my computer ...

As I said, I don't know if that really is a bug (I couldn't test it with CE 6.4 since DBVM v8 doesn't work with 8-core processors), but since the flashing bar actually appears, CE must at least do like a step in the right direction ...
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mgr.inz.Player
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PostPosted: Tue Jan 12, 2016 11:36 am    Post subject: Reply with quote

It must be on your end. Kernelmode debugger works for me.
Did you use "manual load DBVM"?

(left click the label to load DBK, then cancel DBVM loading, now right click the label to launch "manual load DBVM")




But yeah, DBVM crashes my OS (Win10) randomly, can be 5 minutes, or 5 hours. Even when I start DBVM, use it for one minute and close CE, Win10 can crash 5min-5h after.

So, if you don't need DBVM any more, it is better to reboot your OS.

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hhhuut
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PostPosted: Tue Jan 12, 2016 11:53 am    Post subject: Reply with quote

No, I didn't use the manual load, but just left-clicked on the label and at that point, it never froze ...

And sure, I don't want to use DBVM at every game, in most cases the VEH works just fine ...

What I forgot to mention is, that I've not checked any of the "Extra" functions.
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mgr.inz.Player
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PostPosted: Sat Jan 16, 2016 7:27 am    Post subject: Reply with quote

Small bug. (or huge, depends on how big damage was done)


How to reproduce:

issue1:
1) Make two different CT files.
2) close all CE
3) launch CE and open first CT
4) click "save" icon
5) highlight second CT file and click "cancel"
6) press CTRL+S in main CE window
7) second CT file is overwritten.


issue2:
1) Make two different CT files.
2) close all CE
3) Double click first CT
4) press CTRL+S in main CE window
5) highlight second CT file and click "cancel"
6) press CTRL+S in main CE window
7) second CT file is overwritten.


The problem is with step 6 and 7 (issue1,issue2)



issue 2 can be fixed with MainForm.Savedialog1.FileName:=tabletoload; inside HandleParameters (patch1)
it also can be handy for quick editing bunch of existing CT files (double click CT, do changes, then CTRL+S, exit CE, double click CT, .......).

issue 1 and 2 can be fixed by restoring previous FileName when Execute() returns false (patch2).

I think we can use both patches, I sent pull request:
https://github.com/cheat-engine/cheat-engine/pull/46





I found this bug long time ago. And forgot about it. Until now.
Today I accidentally pressed CTRL+S (instead of CTRL+A) and highlighted a file....
Later I saved my work, CTRL+S, and found out I lost other CT file. Happily, I have 3 days old backup.

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panraven
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PostPosted: Sat Jan 16, 2016 9:19 am    Post subject: Reply with quote

It seems the AA command Getmonostruct generated struct is not right for certain type of field.
The 'c' field is defined as:
Code:
internal readonly FightCharacter[] c = new FightCharacter[2];

It seems the generated struct changed the field name 'c' to some other form as <>f__switch$map3 (look like a type name than field name?).



monostructbug.jpg
 Description:
 Filesize:  70.64 KB
 Viewed:  14237 Time(s)

monostructbug.jpg



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Hatschi
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PostPosted: Sat Jan 16, 2016 10:32 am    Post subject: Reply with quote

DBVM doesn't work on my system too. I can set a BP but it doesn't get trigger while VEH und windows instantly triggers.

i7-4960X CPU

btw: I've redownloaded the installer and installed but CE still says 6.5 and not 6.5.0.3
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mgr.inz.Player
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PostPosted: Sat Jan 16, 2016 11:02 am    Post subject: Reply with quote

Hatschi wrote:
CE still says 6.5 and not 6.5.0.3

Hover your mouse over CheatEngine65.exe (installer). There is 6.5.0.3.
(or check CheatEngine65.exe file properties, version/details tab)

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++METHOS
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PostPosted: Sat Jan 16, 2016 1:32 pm    Post subject: Reply with quote

EDIT: Original post deleted. I think I found the culprit...it was a user error. Very Happy

Last edited by ++METHOS on Wed Jan 27, 2016 5:47 am; edited 2 times in total
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mgr.inz.Player
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PostPosted: Sun Jan 17, 2016 8:03 pm    Post subject: Reply with quote

Using registerAutoAssemblerCommand few times will lead to access violation:
Code:
registerAutoAssemblerCommand('mycommand',mycommandfunction)
registerAutoAssemblerCommand('mycommand',mycommandfunction)
registerAutoAssemblerCommand('mycommand',mycommandfunction)

Something wrong with updating exiting command stored in registeredAutoAssemblerCommands


Also unregistering non existing command lead to access violation:
Code:
unregisterAutoAssemblerCommand('notexistingcommand')

Probably because inside aa_RemoveExtraCommand, there is extracommands.Delete(extracommands.IndexOf(command))

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Last edited by mgr.inz.Player on Sun Jan 24, 2016 7:56 am; edited 1 time in total
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