Gadjet & RigRanger
Gadjet, I just ran the latest version of that animation plugin and it started throwing random crashes every two seconds. I'm convinced it's cursed. Maybe we can sit down, draw a diagram, and pinpoint where the logic is breaking before it decides to kill the whole project.
What the—crashes every two seconds, huh? Okay, grab a coffee, let’s pull the source open, trace the stack, diagram the data flow, see where the nulls slip in, maybe a rogue memory leak. Don’t forget to lock down the logs, flag the async calls. If it’s a “curse”, we’ll just rewrite the offending module, add a watchdog, and give it a debug banner so we can see the exact frame that’s dying. You got the code ready? Let's dive.
Sure thing, I've pulled the source into my editor, added a few comments to the stack trace, and mapped out the data flow in a quick sketch. All logs are redirected, async calls are flagged, and the watchdog is ready to catch that rogue frame. Let’s see where the curse really hides.
Great, so the sketch shows that the coroutine keeps getting re‑entered before the mutex releases, so that’s the sweet spot for the race. Hook a breakpoint at the acquire, add a counter to the lock counter, watch the stack frames in real time. If it still throws, let’s isolate the offending loop, strip it down to a single thread, and run with AddressSanitizer. That should expose any stray pointers or uninitialised data that’s causing the “curse.” Let’s roll up the sleeves and kill it.
Breakpoints, counters, and a dash of prayer for the cursed code—let's see if the mutex stops being a phantom. If it still misbehaves, we'll isolate the loop, run it under ASan, and make sure no pointer is haunting our threads. Time to exorcise this bug.
Yep, lock the mutex, watch the counter spike, if it still flips then spin up ASan, track the heap, make sure the GC isn’t leaking. If the bug still persists, drop a custom guard, dump the stack, rewrite that block. Let’s get it debugged.