Massive crash, all players crashed at once:

Massive crash, all players crashed at once:

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Massive crash, all players crashed at once:

Post by Beherith »

http://buildbot.eat-peet.net/spring/sta ... 12694.html

Non MT ppl crashed too.

Code: Select all

rts/lib/lua/src/lgc.cpp:412 [sweeplist]
rts/lib/lua/src/lgc.cpp:583 [singlestep]
rts/lib/lua/src/lgc.cpp:618 [luaC_step(lua_State*)]
rts/lib/lua/src/lvm.cpp:706 [luaV_execute(lua_State*, int)]
rts/lib/lua/src/ldo.cpp:377 [luaD_call(lua_State*, lua_TValue*, int)]
rts/lib/lua/src/lapi.cpp:822 [f_call]
rts/lib/lua/src/ldo.cpp:119 [luaD_rawrunprotected(lua_State*, void (*)(lua_State*, void*), void*)]
rts/lib/lua/src/ldo.cpp:464 [luaD_pcall(lua_State*, void (*)(lua_State*, void*), void*, int, int)]
rts/lib/lua/src/lapi.cpp:843 [lua_pcall(lua_State*, int, int, int)]
rts/lib/lua/src/lbaselib.cpp:378 [luaB_pcall]
rts/lib/lua/src/ldo.cpp:319 [luaD_precall(lua_State*, lua_TValue*, int)]
rts/lib/lua/src/lvm.cpp:609 [luaV_execute(lua_State*, int)]
rts/lib/lua/src/ldo.cpp:377 [luaD_call(lua_State*, lua_TValue*, int)]
rts/lib/lua/src/lapi.cpp:822 [f_call]
rts/lib/lua/src/ldo.cpp:119 [luaD_rawrunprotected(lua_State*, void (*)(lua_State*, void*), void*)]
rts/lib/lua/src/ldo.cpp:464 [luaD_pcall(lua_State*, void (*)(lua_State*, void*), void*, int, int)]
rts/lib/lua/src/lapi.cpp:843 [lua_pcall(lua_State*, int, int, int)]
rts/Lua/LuaHandle.h:342 [CLuaHandle::SetActiveHandle(CLuaHandle*)]
rts/Lua/LuaHandle.cpp:222
rts/Lua/LuaHandle.cpp:250
rts/Lua/LuaHandle.cpp:268
rts/Lua/LuaHandle.cpp:277 [CLuaHandle::RunCallInUnsynced(LuaHashString const&, int, int)]
rts/Lua/LuaHandle.cpp:1291
rts/System/EventHandler.cpp:400
rts/Game/Game.cpp:2919
rts/lib/gml/gmlcls.h:161 [get_threadnum]
rts/lib/gml/gmlfun.h:1090 [gmlDisable]
rts/Game/Game.cpp:3167
rts/System/SpringApp.cpp:890
rts/System/SpringApp.cpp:978
rts/System/Main.cpp:64 [Run(int, char**)]
rts/System/Main.cpp:136 [WinMain@16]
dyncast.cc:0
BuilderCAI.cpp:0
BuilderCAI.cpp:0
UNTRANSLATED: C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C817067]
--
 profile=MT file=http://pastebin.com/m4a2a6f20 buildsys=cmake toolchain=mingw32 auto=yes vcs=git rev=0.80.5.1-0-g3c1d0c8 tag=0.80.5.1 links=yes
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Massive crash, all players crashed at once:

Post by imbaczek »

crash in lua gc => memory corruption. does the replay crash?
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Massive crash, all players crashed at once:

Post by Beherith »

I shall check if replay crashes.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Massive crash, all players crashed at once:

Post by Beherith »

Got two more of these crashes when hosting. Only i crashed when these times.
Also got super annoying Avail Recv msg spam all game when hosting :(

http://buildbot.eat-peet.net/spring/sta ... 78922.html
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Massive crash, all players crashed at once:

Post by zerver »

Yeah, I have had same crash in sweeplist. Is either some lua bug (has lua been updated?) or memory corruption.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Massive crash, all players crashed at once:

Post by imbaczek »

experience tells me that any crash inside lua internals is our fault, even if sample size is very low. mmgr-enabled builds helped me catch such issues in the past, but it's dog slow. also, still no info about replays.

crashes may be synced/unsynced depending on the gc being called in a synced/unsynced lua context. this should explain why sometimes everybody crashes and sometimes it's only one client. memory corruption would also explain alleged desyncs between 32 and 64-bit architectures which i read about in some other thread.
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