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Pressing F12 crashes latest debug version of game.

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Switeck
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Pressing F12 crashes latest debug version of game.

Post by Switeck »

Latest.log file contents:

18:44:24.718 [log.header]: Opening log for Oolite version 1.75.4 (x86-32 debug) under Windows at 2011-11-01 18:44:24 -0500.
4 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

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

18:44:24.843 [display.mode.list.native]: Windows native resolution detected: 1280 x 800
18:44:25.000 [joystick.init]: Number of joysticks detected: 0
18:44:25.265 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
18:44:25.265 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Basic-debug.oxp
18:44:25.265 [rendering.opengl.version]: OpenGL renderer version: 3.3.0 ("3.3.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTS 250/PCI/SSE2".
18:44:25.265 [rendering.opengl.extensions]: OpenGL extensions (236):
GL_ARB_draw_instanced, GL_NV_texture_lod_clamp, GL_NV_float_buffer, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_storage, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_OES_depth24, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_ARB_compressed_texture_pixel_storage, GL_NV_texture_shader3, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_OES_packed_depth_stencil, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_EXT_texture_compression_dxt1, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_conservative_depth, GL_ARB_get_program_binary, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_path_rendering, GL_OES_depth32, GL_NV_register_combiners, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_ARB_shading_language_420pack, GL_EXT_texture_format_BGRA8888, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_texture_storage, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_OES_texture_float, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, WGL_EXT_swap_control, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_OES_get_program_binary, GL_NV_texture_expand_normal, GL_EXT_texture_type_2_10_10_10_REV, GL_ARB_color_buffer_float, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_base_instance, GL_EXT_import_sync_object, GL_ARB_shading_language_packing, GL_ARB_fragment_program_shadow, GL_NV_gpu_program4, GL_NV_fragdepth, GL_EXT_texture_buffer_object, GL_OES_standard_derivatives, GL_NV_vertex_program2_option, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_NV_blend_minmax, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_OES_texture_3D, GL_NV_fragment_program, GL_EXT_secondary_color, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_ARB_internalformat_query, GL_EXT_texture3D, GL_SUN_slice_accum, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_NV_multisample_filter_hint, GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB_decode, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_OES_texture_half_float_linear, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_OES_texture_half_float, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_NV_alpha_test, GL_OES_vertex_array_object, GL_EXT_framebuffer_sRGB, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_robustness, GL_ARB_point_sprite, GL_OES_depth_texture, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_framebuffer_sRGB, GL_NV_fbo_color_attachments, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_OES_mapbuffer, GL_OES_rgb8_rgba8, GL_ARB_depth_clamp, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_EXT_pixel_buffer_object, GL_OES_texture_npot, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_OES_vertex_half_float, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_OES_texture_float_linear, GL_EXT_shadow_funcs, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_map_buffer_alignment, GL_EXT_stencil_wrap, GL_OES_fbo_render_mipmap, GL_EXT_point_parameters, GL_OES_element_index_uint, GL_NV_texture_barrier, GL_NV_complex_primitives
18:44:25.281 [rendering.opengl.shader.support]: Shaders are supported.
18:44:25.359 [shipData.load.begin]: Loading ship data.
18:44:25.546 [script.load.world.listAll]: Loaded 5 world scripts:
oolite-cloaking-device 1.75.4
oolite-constrictor-hunt 1.75.4
oolite-nova 1.75.4
oolite-thargoid-plans 1.75.4
oolite-trumbles 1.75.4
18:44:27.562 [loading.complete]: ========== Loading complete. ==========
18:44:27.953 [debugTCP.connected]: Connected to debug console "DebugConsole".


Program received signal SIGTRAP, Trace/breakpoint trap.
[Switching to thread 404.0xb84]
0x7c90120f in ntdll!DbgUiConnectToDbg () from C:\WINDOWS\system32\ntdll.dll
(gdb) bt
#0 0x7c90120f in ntdll!DbgUiConnectToDbg ()
from C:\WINDOWS\system32\ntdll.dll
#1 0x7c952119 in ntdll!KiIntSystemCall () from C:\WINDOWS\system32\ntdll.dll
#2 0x00000005 in ?? ()
#3 0x00000004 in ?? ()
#4 0x00000001 in ?? ()
#5 0x0449ffd0 in ?? ()
#6 0x80503850 in ?? ()
#7 0xffffffff in ?? ()
#8 0x7c90e920 in strchr () from C:\WINDOWS\system32\ntdll.dll
#9 0x7c952138 in ntdll!KiIntSystemCall () from C:\WINDOWS\system32\ntdll.dll
#10 0x00000000 in ?? ()

and again with:

Program received signal SIGTRAP, Trace/breakpoint trap.
[Switching to thread 2428.0xda8]
0x7c90120f in ntdll!DbgUiConnectToDbg () from C:\WINDOWS\system32\ntdll.dll
(gdb) bt
#0 0x7c90120f in ntdll!DbgUiConnectToDbg ()
from C:\WINDOWS\system32\ntdll.dll
#1 0x7c952119 in ntdll!KiIntSystemCall () from C:\WINDOWS\system32\ntdll.dll
#2 0x00000005 in ?? ()
#3 0x00000004 in ?? ()
#4 0x00000001 in ?? ()
#5 0x02e7ffd0 in ?? ()
#6 0x000004b0 in ?? ()
#7 0xffffffff in ?? ()
#8 0x7c90e920 in strchr () from C:\WINDOWS\system32\ntdll.dll
#9 0x7c952138 in ntdll!KiIntSystemCall () from C:\WINDOWS\system32\ntdll.dll
#10 0x00000000 in ?? ()


When I removed ALL my OXPs, I still got a crash:

Program received signal SIGTRAP, Trace/breakpoint trap.
[Switching to thread 988.0x8fc]
0x7c90120f in ntdll!DbgUiConnectToDbg () from C:\WINDOWS\system32\ntdll.dll
(gdb) bt
#0 0x7c90120f in ntdll!DbgUiConnectToDbg ()
from C:\WINDOWS\system32\ntdll.dll
#1 0x7c952119 in ntdll!KiIntSystemCall () from C:\WINDOWS\system32\ntdll.dll
#2 0x00000005 in ?? ()
#3 0x00000004 in ?? ()
#4 0x00000001 in ?? ()
#5 0x0449ffd0 in ?? ()
#6 0x00000000 in ?? ()
another_commander
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Re: Pressing F12 crashes latest debug version of game.

Post by another_commander »

If Oolite is receiving SIGTRAP, it's probably an assertion failure. Anyhting in stderr.txt after a crash?
Switeck
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Re: Pressing F12 crashes latest debug version of game.

Post by Switeck »

No, stderr.txt is 0 bytes in size. :(
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Kaks
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Re: Pressing F12 crashes latest debug version of game.

Post by Kaks »

Hmmm, not able to reproduce it here either.

Do you get the same problem with 1.75.3 or earlier versions of Oolite?
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
Switeck
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Re: Pressing F12 crashes latest debug version of game.

Post by Switeck »

No, and it's something I do regularly. :(
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Kaks
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Re: Pressing F12 crashes latest debug version of game.

Post by Kaks »

Allegedly running old-ish versions of gdb - in some setups - can cause this problem...

First of all, updating to the latest version of gdb is always advisable.


Pobably that won't help much, but there's a workaround - apparently...

http://www.ogre3d.org/forums/viewtopic.php?p=122921
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
Switeck
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Re: Pressing F12 crashes latest debug version of game.

Post by Switeck »

I only barely managed to do the debug compile+install+run version of the game using the guide at:
https://bb.oolite.space/viewtopic.php?f=8&t=5943
...and the bit about GDB here:
https://bb.oolite.space/viewtopic.php?f=8&t=10800
I am unaware of where/how to replace and update the GDB version I am using, as compiling it is a bit beyond my means atm. Worse, considering the problems I have, compiling GDB may leave me with a slightly different and buggy version of GDB than other people's. :(

As for the workaround, do you mean this?:
handle SIGTRAP noprint nostop
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Re: Pressing F12 crashes latest debug version of game.

Post by Micha »

Can you pinpoint which nightly started crashing for you?
Do you get the crash when not running under gdb as well?
Have you tried deleting the GNUStep folder for Oolite?
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Kaks
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Re: Pressing F12 crashes latest debug version of game.

Post by Kaks »

And also, do you get the same SIGTERM if you try to take a snapshot?

And what does happen if you switch between fullscreen & windowed using the game options menu (via F2)? :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: Pressing F12 crashes latest debug version of game.

Post by Switeck »

"Can you pinpoint which nightly started crashing for you?"
It isn't a nightly doing this, it is the latest build from source code.

"Do you get the crash when not running under gdb as well?"
It only crashes when I run it via MINGW32/GDB.
When I run the same game without using MINGW32/GDB, it doesn't crash when I press F12.

"Have you tried deleting the GNUStep folder for Oolite?"
Deleting Oolite-cache.plist inside the GNUStep folder did not prevent crashes.
Deleting the whole GNUStep folder does not prevent crashes.

"And also, do you get the same SIGTERM if you try to take a snapshot?"
No, I just get a brief pause/freeze for about 1/20th to 1/4 a second...and then the game continues running ok.

"And what does happen if you switch between fullscreen & windowed using the game options menu (via F2)?"
The game doesn't crash, however when going from windowed to fullscreen mode there's a ~3 second pause and screen flicker that doesn't occur going from fullscreen to windowed mode.
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Re: Pressing F12 crashes latest debug version of game.

Post by Kaks »

Very strange!

rev4617 might be the cause of your SIGTRAP, can you revert to rev4616 & see if there's any problems there? Or did the problem start much later than that?
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: Pressing F12 crashes latest debug version of game.

Post by Switeck »

I am totally unfamiliar with how to do reversion from compiled source code.
...And only vaguely familiar with how to update the source code I'm currently using.

The problem was only a pinpoint source, the recent build-from-source I attempted.
...Which incidentally I was doing to try to get to the bottom of other long-standing crashes. :cry:

From IRC:
[16:39] <Svengali> Switeck. to get a specific revision use "svn up -r4616"
[16:42] <Switeck> Svengali, I'll probably need 15 minutes just to figure out how to restart everything to compile :P
...
[16:48] <Switeck> where do I dig to find exactly what specific revision is being used?
[16:49] <Switeck> (that is when I didn't specify!)
[16:49] <Svengali> Switeck: just lookup the hidden files in the .svn folder. entries should hold the latest version
[16:53] <Switeck> seems I built the code from v4633
[16:54] <Svengali> Switeck: another way to check the current rev is to use "svn info"

Ok, I did "svn up -r4616" and recompiled the code.
Nearly the same result when pressing F12 at startup -- freeze and sound repeating till force-closing the app:

Program received signal SIGTRAP, Trace/breakpoint trap.
[Switching to thread 1968.0xfb8]
0x7c90120f in ntdll!DbgUiConnectToDbg () from C:\WINDOWS\system32\ntdll.dll
(gdb) bt
#0 0x7c90120f in ntdll!DbgUiConnectToDbg ()
from C:\WINDOWS\system32\ntdll.dll
#1 0x7c952119 in ntdll!KiIntSystemCall () from C:\WINDOWS\system32\ntdll.dll
#2 0x00000005 in ?? ()
#3 0x00000004 in ?? ()
#4 0x00000001 in ?? ()
#5 0x0449ffd0 in ?? ()
#6 0xb8350548 in ?? ()
#7 0xffffffff in ?? ()
#8 0x7c90e920 in strchr () from C:\WINDOWS\system32\ntdll.dll
#9 0x7c952138 in ntdll!KiIntSystemCall () from C:\WINDOWS\system32\ntdll.dll
#10 0x00000000 in ?? ()

--------
Updating to v4638 via "svn up" gets the same results:

Program received signal SIGTRAP, Trace/breakpoint trap.
[Switching to thread 1392.0xf60]
0x7c90120f in ntdll!DbgUiConnectToDbg () from C:\WINDOWS\system32\ntdll.dll
(gdb) bt
#0 0x7c90120f in ntdll!DbgUiConnectToDbg ()
from C:\WINDOWS\system32\ntdll.dll
#1 0x7c952119 in ntdll!KiIntSystemCall () from C:\WINDOWS\system32\ntdll.dll
#2 0x00000005 in ?? ()
#3 0x00000004 in ?? ()
#4 0x00000001 in ?? ()
#5 0x0449ffd0 in ?? ()
#6 0x80503850 in ?? ()
#7 0xffffffff in ?? ()
#8 0x7c90e920 in strchr () from C:\WINDOWS\system32\ntdll.dll
#9 0x7c952138 in ntdll!KiIntSystemCall () from C:\WINDOWS\system32\ntdll.dll
#10 0x00000000 in ?? ()
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Re: Pressing F12 crashes latest debug version of game.

Post by Svengali »

After some time I've build with debug flags and can reprocude the crash on my machine.
Backtrace looks similiar to Switecks.

It only crashes when running through gdb. Kaks suggestion prevents from crashing (handle SIGTRAP noprint nostop).

Will go through the revisions to see when it started.

Down to r4595...
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Re: Pressing F12 crashes latest debug version of game.

Post by Svengali »

Down to r4579 and still no luck. But stepping through seems to work as well and the game seem to continue.
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Re: Pressing F12 crashes latest debug version of game.

Post by Micha »

At least the recent changes to the way switching to full-screen mode works do not appear to have caused this. That's a relief.
Thanks for the exhaustive testing.
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