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CE hangs (loops ?) without error message [Closed]

 
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paul44
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PostPosted: Sat Jan 25, 2025 4:27 am    Post subject: CE hangs (loops ?) without error message [Closed] Reply with quote

images: [ https://ibb.co/album/9mkpTn ]

I'm currently working on a tool, related to UE games. One of its tasks is to collect "hardcoded" struct_pointers using its related AOB_sig.
The function to collect this kind of info is executed in a few places just fine; except in this particular case it regularly hangs CE upon execution ?!
a. it can work initially, but rerunning the script a few times will make CE hang for sure
b. also: if i force/save a table_update (some small script change for example), it will almost instantly hang CE thereafter upon running this script

Since i'm assuming this is caused by the fact that certain parts collect (read/write) gui_info (~ synchronize() related), i have been trying out - at least - 3 variations to overcome this problem. and obviously sofar no luck...

Images explained:
> Img1: aob_sig to collect [FnamePool]
> Img2: log showing that the main 3 structs have been collected successfully
> Img3: (part of) the routine that collects each struct ( = getStatic)
> Img4: (part of) routine that performs the actual memscan (= getStaticAddr)
> Img5: CE hangs as shown in the logview; after rerunning the 'getStatic()' a few times
(as said above, if i force a CT_save and then try running 'getStatic()' it will pretty much hang immediately (95+% chance)

In the logs, you can see in which part of the script(s) it actually stops working. Based on 'Img5', you get the "getStaticAddr" message - right before the memscan - but not the '> scanning...' thereafter ?!


I have honestly no idea what to try out next, so any suggestion is most certainly welcome.
thx in advance.


ps1: above functionality is part of a "load_ini" procedure; basically loading saved project_info and populating a gui/form.
initially i thought the problem was related to the loading routine, but evt debugged it to above "location".
(loading is now done seperately, and i can rerun this function as much as i like consecutively without any issues)
ps2: an earlier routine, which actually finds [FnamePool], executes several 'getStaticAddr()' consecutively without any problems. And i can rerun this routine without any issues... !
ps3: this tool in not (yet) released btw
ps4: checking taskmanager, CE shows 15% cpu usage when hanging
ps5: one of the things i've tried, is running that function using the lua engine window. and apparently no issues there
(did also step_in a few times, but nothing to report it seemed)
ps6: in case not clear, lua only
ps7: oh yeah, tested with CE v7.1 upto 7.5

-EDIT-
After a few more attemps, I decided not to use my standard memscan routine, but now use 'AOBScanModuleUnique()' (CE 7.3+) in part for this particular routine. And it looks like i no longer have these "lock ups".
I leave the topic on hold for some time to see how this evolves... (fingers crossed)

=> technically solved, but practically not really. but i'm too pragmatic so...
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