Crash Chipmunks step

I got an error: “InternalError: allocation size overflow” at this line: space.step(dt); then crash and i dont know why

this is some code:
//Collision detection
collisionStaticDynamic: function (arbiter, space) {
try {
for (var i = 0; i < arbiter.getBodies().length; i++) {
var body = arbiter.getBodies()[i];
var object = body.data;
if (cc.sys.isObjectValid(object) && object instanceof Bullet) {
object.fallingNet && object.fallingNet();
break;
}
}
return false;
} catch (e) {
ZLog.error(" collisionStaticDynamic " + e);
}
}

//schedule update
var updatePhysics = function (dt) {
if (!PreLoading.bLoadingFinish || gGameFrame._exchangeSceneing) return;
gGameFrame.m_bulletList.forEach(function (bullet) {
if (bullet && bullet.isDead) {
bullet.onDestroy();
}

});
gGameFrame.m_fishList.forEach(function (fish) {
if (fish && fish.isDead) {
fish.onDestroy();
}
});
dt /= 3;
for (var i = 0; i < 3; i++) {
gGameLayer.space.step(dt);
}
};

//destroy func
onDestroy: function () {
if (this.shape && !this.isDestroyed) {
gGameLayer.space.addPostStepCallback(function () {
try {
gGameLayer.space.removeShape(this.shape);
this.shape = null;
this.body = null;
this.isDestroyed = true;
}
catch (error) {
ZLog.error("onDestroy: " + error);
}

}.bind(this));
}
}

Please help me :frowning: