[Suggestion] Crash when passing nil as an argument in lua
Posted: Wed Sep 15, 2010 14:01
Hi!
I have just a little problem. I'm using the latest CEGUI Version 0.7.2 with OGRE Renderer and Lua scripting module.
My game crashed when I called a lua function, telling me that CEGUIBase.dll wanted to read/write (don't know) to / from a NULL Pointer. I used the symbol files and it told me that the error was in ceguistring.cpp. So...
I figured out that this crash occurred, because nil was passed to CEGUI.Logger:getSingleton():logEvent(...);
Isn't that a bit... weak? I mean... it just crashed ^^ Can't it say something or at least make a NULL-check? Okay, you could say: Just insert a
(that's the way how i do it right now!)
Just a little request that it should be more... stable.
I have just a little problem. I'm using the latest CEGUI Version 0.7.2 with OGRE Renderer and Lua scripting module.
My game crashed when I called a lua function, telling me that CEGUIBase.dll wanted to read/write (don't know) to / from a NULL Pointer. I used the symbol files and it told me that the error was in ceguistring.cpp. So...
I figured out that this crash occurred, because nil was passed to CEGUI.Logger:getSingleton():logEvent(...);
Isn't that a bit... weak? I mean... it just crashed ^^ Can't it say something or at least make a NULL-check? Okay, you could say: Just insert a
Code: Select all
local errorString = errorMessages[errorCode + 1]
if errorString == nil then
errorString = "ERROR_UNKNOWN"
end
CEGUI.Logger:getSingleton():logEvent(errorString)
(that's the way how i do it right now!)
Just a little request that it should be more... stable.