svn (4999) experience - Page 2

svn (4999) experience

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

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Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff »

this game-stopping is related to units blowing up?
seems to be just when the action is starting that the games hang
Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff »

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:

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.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Thanks for your testing :P

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 	}
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.
Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff »

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.
Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff »

someone seems to be reading this so i'll keep posting!

5037 gives lots of GameID msgs and seems to work! (not crash, with different start options)

(as long as i only add AAI bots, AAI+KAIK crashes (no stack trace).
but this is definately improving so thanks whoever you are mystery fixer person :)
Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff »

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?)
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Smiff wrote:A++ great service will buy from Swedish Yankspankers again! ;)
Actually none of the SYs have any significant involvement in spring anymore.
Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff »

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.
User avatar
BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Post by BrainDamage »

Smiff 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!)
http://spring.clan-sy.com/phpbb/viewtop ... 04&start=0
Smiff 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.
make sure you have catch ai exceptions set to ON in your settings
Smiff 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.
http://spring.clan-sy.com/phpbb/viewtopic.php?t=13018
Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff »

ok thanks

yes i do have catch AI exceptions on. Spring still crashes too much (IMHO).
edit: maybe i'm misunderstanding what that does, does it produce logs? ok i'll see what i can find, but not sure if you want those crashes or the bot author should see them?
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

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?
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
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff »

crikey you're releasing 076 this weekend? i hope some more long-game testing's been done :o
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

Smiff wrote:crikey you're releasing 076 this weekend? i hope some more long-game testing's been done :o
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
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff »

i can see the attraction of an xmas release.
as long as you don't immediately all go on holiday or something i guess it's not too harmful. shame you can't get more help (!). at least maybe some people who wouldn't even have been able to start games now can ;)
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Smiff wrote:i can see the attraction of an xmas release.
The attraction is that devs have time to work on spring during the holiday weekend, and a release is a lot of work.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Smiff wrote:crikey you're releasing 076 this weekend? i hope some more long-game testing's been done :o
i dont think this weekend will be entirely realistic but really must get it out sometime during xmas holidays
Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff »

I want to organise some testing, is there a beta 9.2 XTA or new BA to download?
edit: please :)
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I have been testing it pretty thuroughly, I'm sure argh has as well, considering that our respective games don't even function on the current version of spring.

Seems quite stable to me, however I'm still having trouble with build spacing...
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Testing locally and testing with 3+ players is completely different; also, the more different hardware/OS configurations tested, the merrier.

(FA: In case you've done a lot of 3+ player testing - BIG thanks to you 8) )
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Forboding Angel wrote:Seems quite stable to me, however I'm still having trouble with build spacing...
Z and X "work" but x is bound to on/off so it doesn't actually work. Mouse buttons 4 and 5 don't work anymore.
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