Assertion fail error

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DGill
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Assertion fail error

Post by DGill »

Oolite crashed with the following error -


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Micha
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Post by Micha »

Can you please post your Latest.Log, and also describe what you were doing in-game?

(Edit: Based on your scanner, there's no wormholes around, yet that particular situation can only occur if your current target is a wormhole. Do you have any OXPs installed which set your targets for you?)

Many thanks,
- Micha.
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DGill
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Post by DGill »

I had entered a tournament in Fuedal states oxp (v 1.9.4)

[log.header]: Opening log for Oolite version 1.74.2 (x86-32 test release) under Windows at 2010-11-22 12:00:00 +0000.
8 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 1
[display.mode.list.native]: Windows native resolution detected: 1680 x 1050
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[searchPaths.dumpAll]: Unrestricted Mode - Resources paths:
Resources
../AddOns
../AddOns/AsteroidStorm 4.0.oxp
../AddOns/ASystem_Demux_1.oxp
../AddOns/BGS-A1.3.oxp
../AddOns/buoyRepair1.02.6.oxp
../AddOns/captKev_dodo.oxp
../AddOns/DeepSpacePirates 1.2.4.oxp
../AddOns/dodo_stations.oxp
../AddOns/Famous_Planets_v2.0.oxp
../AddOns/Fuel Station 1.31.oxp
../AddOns/Fuel Tank v2.2.oxp
../AddOns/Galcop Station.oxp
../AddOns/Galcop_trade_outpost.oxp
../AddOns/Gates 1.10.oxp
../AddOns/globestation2.0.oxp
../AddOns/griff_adder_normalmapped.oxp
../AddOns/griff_alloy_and_wreckage.oxp
../AddOns/griff_anaconda_normalmapped.oxp
../AddOns/griff_asp_mk2_normalmapped.oxp
../AddOns/griff_asteroids_normalmapped.oxp
../AddOns/griff_barrel_alt_normalmapped.oxp
../AddOns/griff_barrel_normalmapped.oxp
../AddOns/griff_boa-mk2_normalmapped.oxp
../AddOns/griff_boa_normalmapped.oxp
../AddOns/griff_cobra1_normalmapped.oxp
../AddOns/griff_cobra3_normalmapped.oxp
../AddOns/griff_cobra3_normalmapped_scuffed.oxp
../AddOns/griff_constrictor_normalmapped.oxp
../AddOns/griff_coriolis_normalmapped.oxp
../AddOns/griff_escape_capsule_normalmapped.oxp
../AddOns/griff_ferdelance_normalmapped.oxp
../AddOns/griff_ferdelance_normalmapped_old_texture.oxp
../AddOns/griff_gecko_normalmapped.oxp
../AddOns/griff_krait_normalmapped.oxp
../AddOns/griff_krait_v1.1.oxp
../AddOns/griff_mamba_normalmapped.oxp
../AddOns/griff_moray_normalmapped.oxp
../AddOns/griff_normalmapped_ship_decals.oxp
../AddOns/griff_orbital_shuttle_normalmapped.oxp
../AddOns/griff_python_alt_normalmapped.oxp
../AddOns/griff_rock_hermit_halfsize_textures.oxp
../AddOns/griff_sidewinder_alt_normalmapped.oxp
../AddOns/griff_sidewinder_normalmapped.oxp
../AddOns/griff_thargoids_normalmapped.oxp
../AddOns/griff_thargoids_organic_normalmapped.oxp
../AddOns/griff_transporter_normalmapped.oxp
../AddOns/griff_viper_normalmapped.oxp
../AddOns/griff_worm_normalmapped.oxp
../AddOns/GrittyCoriolis.oxp
../AddOns/hOopyCasino1.2.oxp
../AddOns/IronHide 1.01.oxp
../AddOns/Lave Academy 1.20.oxp
../AddOns/milmissile.oxp
../AddOns/Nuit.oxp
../AddOns/PlanetFall 1.30.oxp
../AddOns/RandomHits1.4.5.oxp
../AddOns/Rock_Hermit_Locator1.3.2.oxp
../AddOns/Shady_blackmonks.oxp
../AddOns/SIRFYard.oxp
../AddOns/Sothis.oxp
../AddOns/Superhubv1.2.oxp
../AddOns/Taranis 1.2.oxp
../AddOns/Target Autolock Plus 1.10.oxp
../AddOns/Target Reticle 1.2.1.oxp
../AddOns/thargoid_wars 4.5.oxp
../AddOns/The Feudal States v1.9.4.oxp
../AddOns/Tianve1.3.oxp
../AddOns/Tori2.0.oxp
../AddOns/TrekHud.oxp
../AddOns/Welcome Mat 1.10.oxp
../AddOns/ZygoRoids v1.1.oxp
[rendering.opengl.version]: OpenGL renderer version: 3.2.0 ("3.2.0")
Vendor: NVIDIA Corporation
Renderer: GeForce 9800 GTX/9800 GTX+/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (180):
GL_ATI_texture_mirror_once, GL_ARB_framebuffer_sRGB, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_gpu_program4, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_NV_texture_barrier, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_ARB_draw_instanced, GL_EXT_texture_compression_rgtc, GL_ARB_half_float_vertex, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_texture_shared_exponent, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_NV_vertex_buffer_unified_memory, GL_NV_copy_image, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_compression_rgtc, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_NV_fog_distance, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_NV_light_max_exponent, GL_EXT_provoking_vertex, GL_ARB_compatibility, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_SGIX_depth_texture, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_NV_framebuffer_multisample_coverage, GL_KTX_buffer_region, GL_EXT_framebuffer_sRGB, GL_NV_texture_env_combine4, GL_ARB_texture_float, GL_ARB_imaging, GL_NV_register_combiners, GL_ARB_fragment_coord_conventions, GL_NV_multisample_filter_hint, GL_EXT_stencil_wrap, GL_EXT_bindable_uniform, GL_EXT_texture_swizzle, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_NV_multisample_coverage, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_NV_register_combiners2, GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_parameter_buffer_object, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_transform_feedback, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_NV_conditional_render, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_ARB_draw_elements_base_vertex, GL_ARB_geometry_shader4, GL_ARB_shadow, GL_EXT_draw_instanced, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_NV_fragment_program_option, GL_ARB_window_pos, GL_NV_fence, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_multisample, WGL_EXT_swap_control, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_NV_fragment_program2, GL_ARB_depth_buffer_float, GL_NV_float_buffer, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_ARB_texture_rg, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_WIN_swap_hint, GL_ARB_fragment_program, GL_EXT_packed_float, GL_SGIX_shadow, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2_option, GL_NV_vertex_array_range2, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_EXT_texture_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_NVX_gpu_memory_info, GL_EXT_geometry_shader4, GL_EXT_fog_coord, GL_NV_half_float, GL_NV_geometry_shader4, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_NV_parameter_buffer_object2, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_NV_occlusion_query, GL_EXT_point_parameters, GL_EXT_Cg_shader, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_EXT_draw_buffers2, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_NV_explicit_multisample, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_ARB_texture_buffer_object, GL_EXT_texture_array, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXTX_framebuffer_mixed_formats, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_latc, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_NV_texture_expand_normal, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_NV_shader_buffer_load
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.
[shipData.load.begin]: Loading ship data.
[script.load.world.listAll]: Loaded 31 world scripts:
AsteroidStorm 4.00
BGS-M 1.3
black_monks
buoyRepair 1.02.6
deep_space_pirates 1.2.4
Famous Planets Launch Script 1.2
feudal-challenge.js 5.0
feudal-mission.js 4.0
feudal-planetfall.js 2.0
feudal-promotion.js 3.0
feudal-ranks.js 3.0
feudal-tournament.js 6.0
FuelStation-Setup 1.31
gates_masterScript 1.0
genericHUDswitch.js 1.01, modified by Wyvern
hoopy_casino 1.2
IronHide Armour Script 1.01
oolite-cloaking-device 1.74.2
oolite-constrictor-hunt 1.74.2
oolite-nova 1.74.2
oolite-thargoid-plans 1.74.2
oolite-tianve 1.3
oolite-trumbles 1.74.2
PlanetFall 1.3
Random_Hits 1.4.5
reticle_target_sensitive 1.2.1
rockHermit_Locator 1.3.3
System Demux 1.0 1.0
targetAutolock 1.10
thargoid_wars 4.5
Welcome Information Script 1.1
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 31 world scripts:
AsteroidStorm 4.00
BGS-M 1.3
black_monks
buoyRepair 1.02.6
deep_space_pirates 1.2.4
Famous Planets Launch Script 1.2
feudal-challenge.js 5.0
feudal-mission.js 4.0
feudal-planetfall.js 2.0
feudal-promotion.js 3.0
feudal-ranks.js 3.0
feudal-tournament.js 6.0
FuelStation-Setup 1.31
gates_masterScript 1.0
genericHUDswitch.js 1.01, modified by Wyvern
hoopy_casino 1.2
IronHide Armour Script 1.01
oolite-cloaking-device 1.74.2
oolite-constrictor-hunt 1.74.2
oolite-nova 1.74.2
oolite-thargoid-plans 1.74.2
oolite-tianve 1.3
oolite-trumbles 1.74.2
PlanetFall 1.3
Random_Hits 1.4.5
reticle_target_sensitive 1.2.1
rockHermit_Locator 1.3.3
System Demux 1.0 1.0
targetAutolock 1.10
thargoid_wars 4.5
Welcome Information Script 1.1
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2010-11-22 12:01:28 +0000.
another_commander
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Post by another_commander »

This is not the log from the game that crashed, unfortunately. The ".GNUstepDefaults synchronized" line indicates a normal termination of the program, whereas you had an exit due to assertion failure. In this particular case, the log was supposed to contain a full dump of both the player and wormhole properties involved in the crash.
DGill
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Post by DGill »

Thats right, after it crashed I tried again and all was well.
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Micha
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Post by Micha »

If it happens again (or, for that matter, any crash) can you please immediately save your Latest.log file somewhere safe before restarting Oolite?

You should then post that saved log file along with your bug report as it could contain some data to help us track down the bug.

For now, there's unfortunately no data to go on to hunt this down.
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Kaks
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Post by Kaks »

Provided you have restarted Oolite only once after the crash you should still have the relevant data inside previous.log....
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Eric Walch »

Kaks wrote:
Provided you have restarted Oolite only once after the crash you should still have the relevant data inside previous.log....
How easy would it be to not overwrite logs were the last line does not start with:

Code: Select all

Closing log at 
?
That potentially could create a lot of log files when users don't delete them, but at least they keep available.
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Post by Kaks »

Not too difficult, but we might not want to fill a computer's hard disk with hundreds of logs if there's a particularly crashy build: manually deleting the previous logs could become a bit of a chore & it's definitely something most people seem actively dislike.

To avoid clogged hard disks, we cold put a cap on the maximum number of 'crashy logs' we store - I'd say keeping the 3 most recent ones should give us all enough of a chance to see the relevant logs, without overfilling the vast majority of disks out there...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Switeck »

So long as you're not actively deleting the logs, there should be 1 previous logfile...at least there is on Windows PCs.
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Post by Eric Walch »

Switeck wrote:
So long as you're not actively deleting the logs, there should be 1 previous logfile...at least there is on Windows PCs.
Also on the mac. On the mac you can even open the previous log from the menu-bar in Oolite when playing in windowed mode.
But Kaks is probably right about getting to many crash-logs. The mac crash reporter does store a logfile for every crash that ever happened. Last week I had even a crash in the console (the program used to show the crash-logs).

I assume when a mac uses looks in his crashlog (~/Library/Logs/Crashreporter/) he will find quite a few files there from programs that use the crashreporter. At least it was with me :wink:
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Post by Commander McLane »

Eric Walch wrote:
I assume when a mac uses looks in his crashlog (~/Library/Logs/Crashreporter/) he will find quite a few files there from programs that use the crashreporter. At least it was with me :wink:
And indeed some of the logs can get quite long. My clamXav-scan.log (list of files scanned by virus scanner) is currently 121.4MB. :shock: (That's four times bigger than my first ever harddisk! :roll: )
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Post by Bugbear »

Switeck wrote:
So long as you're not actively deleting the logs, there should be 1 previous logfile...at least there is on Windows PCs.
For a Windows PC, why not try writing to the event log? That purges itself after a time...

Not sure how verbose Latest.log gets, but I've been able to generate log entries of around 30k characters. Even then you simply need to close one entry off then start another.
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Post by another_commander »

Bugbear wrote:
Switeck wrote:
So long as you're not actively deleting the logs, there should be 1 previous logfile...at least there is on Windows PCs.
For a Windows PC, why not try writing to the event log? That purges itself after a time...

Not sure how verbose Latest.log gets, but I've been able to generate log entries of around 30k characters. Even then you simply need to close one entry off then start another.
For cross-compatibility reasons, mainly. We don't want to have a separate logging system for each platform we support. The way it is now, we all know what we expect to read in a log and if we need it to be more verbose we can adjust the display of the various logging classes at will. For instance, if you remove the comment from the line that reads //_override = yes; inside logcontrol.plist, you can have an extremely verbose log, which can reach sizes of plenty of thousands K within a very short game session.
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