svn (4999) experience
Moderator: Moderators
sorry, more weirdness to report. you guys must think i'm taking the piss but i swear i'm not. just see a lot of potential in this game if only it could be stable!
ok so i've got one system where SVN always seems to crash after starting a game. any mod, any bots, any settings I can think of.
i've done an exact dir copy (from the others, where SVN works) so all files are same, and ive reset registry settings and ruled that out.
system where spring crashes:
Sempron 2ghz, 1GB RAM, XPsp2, 1GB DDR400, GeForce 7600GS.
CPU is Palermo 90nm D0 stepping, 128k L2 cache (this is an unusually small amount of L2.. on the slight chance that's relevant).
system passes all stability tests (Prime95 etc)
what could this possibly be please?! same files don't crash on two other PCs. the only thing i can think is there's something different in the Windows config or it's a marginal case spring bug.
here's a log:
ok so i've got one system where SVN always seems to crash after starting a game. any mod, any bots, any settings I can think of.
i've done an exact dir copy (from the others, where SVN works) so all files are same, and ive reset registry settings and ruled that out.
system where spring crashes:
Sempron 2ghz, 1GB RAM, XPsp2, 1GB DDR400, GeForce 7600GS.
CPU is Palermo 90nm D0 stepping, 128k L2 cache (this is an unusually small amount of L2.. on the slight chance that's relevant).
system passes all stability tests (Prime95 etc)
what could this possibly be please?! same files don't crash on two other PCs. the only thing i can think is there's something different in the Windows config or it's a marginal case spring bug.
here's a log:
Code: Select all
Using script script.txt
SDL: 1.2.12
GL: 2.1.1
GL: NVIDIA Corporation
GL: GeForce 7600 GS/PCI/SSE2/3DNOW!
GLEW: 1.4.0
Section game\mapoptions missing in file buffer
Section game\modoptions missing in file buffer
Using script Commanders
Map: Islands_In_War_1.0.smf
Mod: "Balanced Annihilation V5.91" from BA591.sd7
Became player 0
Client connected on slot 0
Loading all definitions: 1.045000
Opening map file
Loading Map
Loading detail textures
Creating overhead texture
Creating ground shading
Loading tile file
Reading tiles
Reading tile map
Creating projectile texture
Number of damage types: 42
Loading weapon definitions
Loading unit definitions
Loading feature definitions
Generating trees
Parsing unit icons
Creating unit textures
Initializing map features
Couldnt find wreckage info
Unknown map feature type
Reading estimate path costs
Loading LuaCOB
Loading LuaRules
LUARULES-MAIN (GADGETS)
LUARULES-DRAW (GADGETS)
Loading LuaGaia
Finalizing...
Spring 0.75b2+svn5031
Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
LuaUI: bound F11 to the widget selector
LuaUI: bound CTRL+F11 to tweak mode
ahoj
LuaUI v0.2
Player pc_sempron joined as 0
Upgrade pairs registered
---------------------------------------------------------------------------------
**LUPS - Lua Particle System**
There were issues reported with Windows Vista and/or ATI cards (most are fixed now). If you got such a system or old hardware (<geforce7), please test LUPS in a single player game. If you are unsure deactivate the >LupsManager< widget (press F11).
---------------------------------------------------------------------------------
pc_sempron added point: Start 0
pc_sempron added point: Start 0
GameID: 61796647eff6e12036a68f6bfe4ba86c
AI/Bot-libs/TestGlobalAI.dll has C++ interface
GameID: 61796647eff6e12036a68f6ba7e3a2ff
Spring 0.75b2+svn5031 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x00000000
DLL information:
0x00400000 spring
0x7c900000 ntdll
0x7c800000 kernel32
0x77dd0000 ADVAPI32
0x77e70000 RPCRT4
0x77fe0000 Secur32
0x73f10000 dsound
0x77c10000 msvcrt
0x7e410000 USER32
0x77f10000 GDI32
0x774e0000 ole32
0x76b40000 WINMM
0x77c00000 VERSION
0x68b20000 GLU32
0x5ed00000 OPENGL32
0x73760000 DDRAW
0x73bc0000 DCIMAN32
0x76c90000 IMAGEHLP
0x71ad0000 WSOCK32
0x71ab0000 WS2_32
0x71aa0000 WS2HELP
0x6ed80000 glew32
0x68100000 SDL
0x10000000 DevIL
0x66fc0000 freetype6
0x61b80000 zlib1
0x003e0000 ILU
0x69500000 nvoglnt
0x71a50000 mswsock
0x662b0000 hnetcfg
0x71a90000 wshtcpip
0x76c30000 WINTRUST
0x77a80000 CRYPT32
0x77b20000 MSASN1
0x72d20000 wdmaud
0x72d10000 msacm32
0x77be0000 MSACM32
0x77bd0000 midimap
0x73ee0000 KsUser
0x6dfc0000 TestGlobalAI
0x59a60000 DBGHELP
Stacktrace:
(0) E:\Games\Spring76\spring.exe [0x00000000]
(1) E:\Games\Spring76\spring.exe [0x006DE6A9]
(2) E:\Games\Spring76\spring.exe [0x005D2F03]
(3) E:\Games\Spring76\spring.exe [0x005F18DC]
(4) E:\Games\Spring76\spring.exe [0x005F392E]
(5) E:\Games\Spring76\spring.exe [0x00850329]
(6) E:\Games\Spring76\spring.exe [0x00859578]
(7) E:\Games\Spring76\spring.exe [0x0085994E]
(8) E:\Games\Spring76\spring.exe [0x00859B86]
(9) E:\Games\Spring76\spring.exe [0x00957CE9]
(10) E:\Games\Spring76\spring.exe [0x004010A7]
(11) E:\Games\Spring76\spring.exe [0x00401123]
(12) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C816FD7]
Last edited by Smiff on 17 Dec 2007, 14:39, edited 1 time in total.
Thanks for your testing 
Above stacktrace translates to:
I've no clue what causes this atm.
Seeing that a NULL pointer is on top of the stack it almost seems as if the vtable is corrupted.

Above stacktrace translates to:
Code: Select all
(0) ??
??:0
(1) ??
/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/Game/UI/GameSetupDrawer.cpp:30
(2) ??
/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/Game/Game.cpp:2419
(3) ??
/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/Game/Game.cpp:2682
(4) ??
/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/Game/Game.cpp:1869
(5) ??
/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/System/Main.cpp:869
(6) ??
/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/System/Main.cpp:1055
(7) Run(int, char**)
/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/System/Main.cpp:1115
(8) WinMain@16
/var/lib/buildbot/spring_slave/mingw32-4.2/build/rts/System/Main.cpp:1178
Code: Select all
27 void GameSetupDrawer::Disable()
28 {
29 if (instance)
30 delete instance; <-- crash here
31 }
Seeing that a NULL pointer is on top of the stack it almost seems as if the vtable is corrupted.
hey hey i'm not sure but I think 5035 (or something between 5031 and 5035) fixed this, i'm starting games ok on that computer now! well i'm pretty sure it's fixed, started 3 games successfuly with different mods and bots.
:)
thanks er.. A++ great service will buy from Swedish Yankspankers again!
edit: spoke too soon, still crashes sometimes, but now seems to depend on map or start position? e.g. if i play islands at war an choose a start on the land its ok, but on fixed it crashes? some maps always crash? i can sometimes get games to start now anyway :)
edit2: just confirming what i said above, set up a game of PURE v051 on map "islands at war", add one AAI bot (overmind)
start position Fixed > crash (usually?)
start position Random > crash
start choose, and select nice patch of land > always ok!?
i dont think the bot or mod is actually relevant, will check that later.
:)
thanks er.. A++ great service will buy from Swedish Yankspankers again!

edit: spoke too soon, still crashes sometimes, but now seems to depend on map or start position? e.g. if i play islands at war an choose a start on the land its ok, but on fixed it crashes? some maps always crash? i can sometimes get games to start now anyway :)
edit2: just confirming what i said above, set up a game of PURE v051 on map "islands at war", add one AAI bot (overmind)
start position Fixed > crash (usually?)
start position Random > crash
start choose, and select nice patch of land > always ok!?
i dont think the bot or mod is actually relevant, will check that later.
ok great i seem to be able to start games reliably now? :)
thanks a lot whoever is doing this amazing fast coding.
not sure if i can finish games though - other people are reporting this "pausing" (hanging) problem too?
back to testing the network code.
problems remaining that I know :
CA not starting properly on network games (buggy mod?)
games stopping (this is SVN) < this is the most serious issue
KAIK causes crashes on start (buggy bot?)
thanks a lot whoever is doing this amazing fast coding.
not sure if i can finish games though - other people are reporting this "pausing" (hanging) problem too?
back to testing the network code.
problems remaining that I know :
CA not starting properly on network games (buggy mod?)
games stopping (this is SVN) < this is the most serious issue
KAIK causes crashes on start (buggy bot?)
sorry, Spring Team then :)
installer, nice, but:
- still not remembering selection (matters more for updating now than final release)
- why does it redownload content already present (especially maps)
- why are the mods old versions?
config util - still ugly. can this be integrated into the game or something? at least a gui redesign would be great. sensible defaults like LuaUI on are good. (I think this is now!)
general - can you make it harder for bots to crash Spring? this is probably the most common crashing I see.. either right at game start, or when a bot doesn't start properly when someone attacks it.
something else:
if lobby had a way to know which mods each installed bot supports (the bot would need to be queried, check its configs and return a list of matching mods?) , then lobby could only offer the bots that work with selected mod. would help newbies a lot.
installer, nice, but:
- still not remembering selection (matters more for updating now than final release)
- why does it redownload content already present (especially maps)
- why are the mods old versions?
config util - still ugly. can this be integrated into the game or something? at least a gui redesign would be great. sensible defaults like LuaUI on are good. (I think this is now!)
general - can you make it harder for bots to crash Spring? this is probably the most common crashing I see.. either right at game start, or when a bot doesn't start properly when someone attacks it.
something else:
if lobby had a way to know which mods each installed bot supports (the bot would need to be queried, check its configs and return a list of matching mods?) , then lobby could only offer the bots that work with selected mod. would help newbies a lot.
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
http://spring.clan-sy.com/phpbb/viewtop ... 04&start=0Smiff wrote:
config util - still ugly. can this be integrated into the game or something? at least a gui redesign would be great. sensible defaults like LuaUI on are good. (I think this is now!)
make sure you have catch ai exceptions set to ON in your settingsSmiff wrote:general - can you make it harder for bots to crash Spring? this is probably the most common crashing I see.. either right at game start, or when a bot doesn't start properly when someone attacks it.
http://spring.clan-sy.com/phpbb/viewtopic.php?t=13018Smiff wrote:something else:
if lobby had a way to know which mods each installed bot supports (the bot would need to be queried, check its configs and return a list of matching mods?) , then lobby could only offer the bots that work with selected mod. would help newbies a lot.
Keep in mind that the installer is not still a work in progress (before this weekend's release) and is not really meant for updating your mods. It will detect if you have a previous spring install and default to not installing any new content in a future revision. Also for new users, already implemented, it will uncheck by default all of the "large" content downloads so that no one gets a surprise when installing (this is already implemented in the latest revision). As for the mods, that will be the last thing I do, when everyone has their final version in to me.Smiff wrote: installer, nice, but:
- still not remembering selection (matters more for updating now than final release)
- why does it redownload content already present (especially maps)
- why are the mods old versions?
There's not enough testing of the SVN unfortunately because not enough people can be bothered to do it. It usually ends up that it's released and there are several huge bugs that would never have been discovered otherwise and an update is released pretty quick to fix them.Smiff wrote:crikey you're releasing 076 this weekend? i hope some more long-game testing's been done
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43