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SDK Crash in GetUserLoadoutSave #58

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tgracin opened this issue Apr 23, 2023 · 3 comments
Open

SDK Crash in GetUserLoadoutSave #58

tgracin opened this issue Apr 23, 2023 · 3 comments

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@tgracin
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tgracin commented Apr 23, 2023

I am developing a plugin (forking OrganizeMyGarageOpenSource) and I noticed a SDK crash in function GetUserLoadoutSave of class GameWrapper.
You won't see much from the log, but here it is:
Launch.log

More details:
In the log you can see it crashed in pluginsdk.dll just after calling GarageModel::EquipPresetPrivate(). The line in which it crashes is this:
const auto presetWrapper = gw->GetUserLoadoutSave();

Setup:
I attached an Event to Function TAGame.GameEvent_Soccar_TA.Destroyed which calls this function.

Scenario:
This works as intended in offline matches (exhibitions) or leaving freeplay, but if you play a casual/ranked match and click "quick play" or "ready" button after a game is over (to play another game), this event which we hooked to (TAGame.GameEvent_Soccar_TA.Destroyed) will be triggered at the same moment when game reconnects between servers. My assumption is that this function uses a pointer that is not longer valid (previous server). Hence, the game crashes.

I checked, and the pointer to GameWrapper is still valid when the function is called.

@Martinii89
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Thanks for the report. I've been able to replicate the crash on my end.
I'll investigate the cause and try to get it fixed for the next release.

@Martinii89
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Can you dm me on discord? (Martinn#1036)

@77FN7
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77FN7 commented Apr 26, 2023 via email

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3 participants