The game crashes in the pathfinding code in function PathfindCell::forwardInsertionSortRetailCompatible. It happened live here https://www.youtube.com/live/VLeSD4t1W9c?t=6681s
The original replay stops one frame too early so I added the data of a dummy frame to reproduce the crash with the replay: Replays.zip Now it crashes at the same address as the memory dump indicates.
The crash happens here, probably because currentCell->m_info is a nullptr:
|
while (currentCell && cellCount < PATHFIND_CELLS_PER_FRAME && currentCell->m_info->m_totalCost <= m_info->m_totalCost) |
with this call stack:
// generalszh_12-05-2026 (legi build)
generalszh!PathfindCell::forwardInsertionSortRetailCompatible+0x52
generalszh!Pathfinder::examineCellsCallback+0x3f8
generalszh!Pathfinder::iterateCellsAlongLine+0x18e
generalszh!Pathfinder::examineNeighboringCells+0x10e
generalszh!Pathfinder::findClosestPath+0xaf6
The game crashes in the pathfinding code in function
PathfindCell::forwardInsertionSortRetailCompatible. It happened live here https://www.youtube.com/live/VLeSD4t1W9c?t=6681sThe original replay stops one frame too early so I added the data of a dummy frame to reproduce the crash with the replay: Replays.zip Now it crashes at the same address as the memory dump indicates.
The crash happens here, probably because
currentCell->m_infois anullptr:GeneralsGameCode/Core/GameEngine/Source/GameLogic/AI/AIPathfind.cpp
Line 1728 in 2339194
with this call stack: