View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0000780 | AI War 1 / Classic | Crash/Exception | Oct 20, 2010 10:54 pm | Oct 21, 2010 5:05 pm | |
Reporter | millejoh | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 3.719 | ||||
Summary | 0000780: Spinning Beach Ball of Death shortly after starting the program | ||||
Description | I am having a hard time finding a way to make this reproducible, but it seems to always occur within an hour of launching AIWar on my Macbook Pro (running Snow Leopard 10.6.4). I am attaching the ErrorsReportedByEngine.txt but neither the entries in that file nor in UnhandledErrors.txt have timestamps that correspond with the actual times the application hangs. Very strange. I will try to update with more info if I find any. Hope I am an isolated case with my 2006 machine. Still enjoying the game quite a bit... | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
duplicate of | 0000644 | resolved | Chris_McElligottPark | OSX crash |
has duplicate | 0000803 | resolved | Chris_McElligottPark | game freezes and requires restart (OS X, 3.801) |
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ErrorsReportedByEngine.txt (1,005 bytes)
10/20/2010 07:20:02 (3.719) -----------------------------------Error-----------------------------------Log String: pthread_getschedparam(thread, &policy, ¶m) Stack Trace: UnityEngine.WWW:.ctor(String) GameSound:LoadForPlay() GameSound:Play() GameSoundGroup:Play(SoundType) Game:PlaySound(String, SoundType) ForegroundObject:Explode() ForegroundObject:MovePlayerUnit(Boolean, Boolean) Game:RunOneCycleOfSimulation() Game:RunNextCycle(Boolean) Game:RunFrame() MainCameraLogic:FixedUpdate() 10/20/2010 21:42:15 (3.800) -----------------------------------Error-----------------------------------Log String: pthread_getschedparam(thread, &policy, ¶m) Stack Trace: UnityEngine.WWW:.ctor(String) GameSound:LoadForPlay() GameSound:Play() GameSoundGroup:Play(SoundType) Game:PlaySound(String, SoundType) ForegroundObject:FireAtObject(ForegroundObject, Int32, FInt, FInt) ForegroundObject:TryAttack() Game:RunOneCycleOfSimulation() Game:RunNextCycle(Boolean) Game:RunFrame() MainCameraLogic:FixedUpdate() |
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That was with version 3.719, I see. Can you retest on 3.800? We fixed up a number of things there in an attempt to resolve this for the affected OSX users. |
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I upgraded to 3.801 this morning and just let the program run. At 1:26:12 game time I saw the spinning beach ball and AIWar stopped responding. There is nothing I can see to indicate what was the cause. I was just letting the application run with very little interaction on my part. Again, maybe this is an isolated weirdness with my somewhat aged machine. Let me know if there is anything else I can do to help. |
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Do you have any error log files in the game directory or in the RuntimeData subdirectory? |
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From this last freeze, I mean. |
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Also, if you have the time to test it, can you try: 1) Start the game. 2) Go to settings, audio, and disable all sound/music. 3) Save settings. 4) Close the game. 5) Start the game again, and repeat the test you did earlier with letting it run. Just trying to isolate whether this really is a sound-system problem as the errors might indicate, or whether it's a more general threading problem. |
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Keith, Darn, I didn't think to look at the logs before restarting. I am attaching a log of the thread state of AI War at the time it locked. I'm not too good at reading these things, so I can't tell if there is anything useful or not. Note that I have left the game running, but Paused, for well over an hour and I have yet to see it lock-up. Pausing the game also pauses the music, so maybe it is a sound-system issue. I will also try to steps you recommended and see what happens. |
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Sample of AI War: Fleet Command.txt (41,175 bytes)
Sampling process 13032 for 3 seconds with 1 millisecond of run time between samples Sampling completed, processing symbols... Analysis of sampling AI War: Fleet Command (pid 13032) every 1 millisecond Process: AI War: Fleet Command [13032] Path: /Applications/Games/AIWar/AIWar.app/Contents/MacOS/AI War: Fleet Command Load Address: 0x1000 Identifier: unity.Arcen Games, LLC.AI War: Fleet Command Version: Unity Player version 3.0.0f5 (3.0.0f5) Code Type: X86 (Native) Parent Process: launchd [218] Date/Time: 2010-10-21 09:27:00.316 -0500 OS Version: Mac OS X 10.6.4 (10F569) Report Version: 6 Call graph: 1930 Thread_435819 DispatchQueue_1: com.apple.main-thread (serial) 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 NSApplicationMain 1930 -[NSApplication run] 1930 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] 1930 _DPSNextEvent 1930 BlockUntilNextEventMatchingListInMode 1930 ReceiveNextEventCommon 1930 RunCurrentEventLoopInMode 1930 CFRunLoopRunInMode 1930 CFRunLoopRunSpecific 1930 __CFRunLoopRun 1930 __CFMachPortPerform 1930 dispatch_sync 1930 _dispatch_barrier_sync_f_slow 1930 _dispatch_semaphore_wait_slow 1930 semaphore_wait_trap 1930 Thread_435820 DispatchQueue_2: com.apple.libdispatch-manager (serial) 1930 start_wqthread 1930 _pthread_wqthread 1930 _dispatch_worker_thread2 1930 _dispatch_queue_invoke 1930 _dispatch_mgr_invoke 1930 kevent 1930 Thread_435831 1930 thread_start 1930 _pthread_start 1930 collection_thread 1930 nanosleep$UNIX2003 1930 __semwait_signal 1930 Thread_435832 1930 thread_start 1930 _pthread_start 1930 GC_start_routine 1930 thread_start_routine 1930 start_wrapper 1930 finalizer_thread 1930 mono_sem_wait 1930 semaphore_wait_trap 1930 Thread_435833 1930 thread_start 1930 _pthread_start 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 CFRunLoopRun 1930 CFRunLoopRunSpecific 1930 __CFRunLoopRun 1930 mach_msg 1930 mach_msg_trap 1930 Thread_435834 1930 thread_start 1930 _pthread_start 1930 glcDebugListener 1930 mach_msg 1930 mach_msg_trap 1930 Thread_435836 1930 thread_start 1930 _pthread_start 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 MPWaitOnSemaphore 1930 semaphore_timedwait_trap 1930 Thread_435837 1930 thread_start 1930 _pthread_start 1930 CAPThread::Entry(CAPThread*) 1930 HP_IOThread::ThreadEntry(HP_IOThread*) 1930 HP_IOThread::WorkLoop() 1897 CAGuard::WaitUntil(unsigned long long) 1897 CAGuard::WaitFor(unsigned long long) 1897 pthread_cond_timedwait_relative_np 1896 _pthread_cond_wait 1885 semaphore_timedwait_signal_trap 10 _pthread_cond_wait 1 pthread_mutex_lock 1 semaphore_wait_trap 1 pthread_cond_timedwait_relative_np 33 HP_IOThread::PerformIO(AudioTimeStamp const&, double) 33 IOA_Device::CallIOProcs(AudioTimeStamp const&, AudioTimeStamp const&, AudioTimeStamp const&) 28 IOA_SingleDevice::WriteOutputData(AudioTimeStamp const&, unsigned long) 28 IOA_HWDevice::WriteOutputData(unsigned long, unsigned long, unsigned long, unsigned long long) 28 iokit_user_client_trap 5 HP_IOProc::Call(AudioTimeStamp const&, AudioTimeStamp const&, AudioBufferList const*, AudioTimeStamp const&, AudioBufferList*) 4 AUGenericOutputEntry 3 0x700057c3 3 0x70006b64 2 0x7000814d 2 0x70008c2f 2 PxcPoolMallocData::PxcPoolMallocData() 2 PxcPoolMallocData::PxcPoolMallocData() 2 PxcPoolMallocData::PxcPoolMallocData() 2 PxcPoolMallocData::PxcPoolMallocData() 2 PxcPoolMallocData::PxcPoolMallocData() 2 PxcPoolMallocData::PxcPoolMallocData() 2 PxcPoolMallocData::PxcPoolMallocData() 1 PxcPoolMallocData::PxcPoolMallocData() 1 PxcPoolMallocData::PxcPoolMallocData() 1 PxcPoolMallocData::PxcPoolMallocData() 1 0x700082fa 1 AUGenericOutputEntry 1 AUGenericOutputEntry 1 0x70006735 1 IOA_Device::GetIOCycleNumber() const 1930 Thread_435838 1930 thread_start 1930 _pthread_start 1930 PxcPoolMallocData::PxcPoolMallocData() 1870 PxcPoolMallocData::PxcPoolMallocData() 1870 usleep 1870 nanosleep 1870 mach_wait_until 60 PxcPoolMallocData::PxcPoolMallocData() 1930 Thread_435840 1930 thread_start 1930 _pthread_start 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 DataStructures::List<RakNet::RakString::SharedString*>::List() 1927 DataStructures::List<RakNet::RakString::SharedString*>::List() 1927 nanosleep 1927 mach_wait_until 3 DataStructures::List<RakNet::RakString::SharedString*>::List() 1930 Thread_435862 1930 thread_start 1930 _pthread_start 1930 PxcPoolMallocData::PxcPoolMallocData() 1930 PxcPoolMallocData::PxcPoolMallocData() 1930 sem_wait 1930 Thread_436203 1930 thread_start 1930 _pthread_start 1930 GC_start_routine 1930 thread_start_routine 1930 start_wrapper 1930 mono_runtime_delegate_invoke 1930 mono_runtime_invoke 1930 mono_jit_runtime_invoke 1930 0x1ff6ce1 1847 0x28e17b1c 1847 0x28e196cf 1844 0x28e1974f 1844 ves_icall_System_Threading_Thread_Sleep_internal 1825 SleepEx 1801 nanosleep$UNIX2003 1583 __semwait_signal 211 clock_get_time 206 mach_msg 206 mach_msg_trap 4 clock_get_time 1 _sysenter_trap 4 nanosleep$UNIX2003 2 __spin_lock 1 _pthread_testcancel 16 cerror 15 cthread_set_errno_self 14 cthread_set_errno_self 1 __error 1 cerror 2 SleepEx 2 _wapi_lookup_handle 2 _wapi_thread_handle_from_id 2 pthread_equal 1 __semwait_signal 1 __semwait_signal 1 _sysenter_trap 12 mono_thread_current_check_pending_interrupt 5 pthread_mutex_lock 3 pthread_mutex_lock 2 OSSpinLockLock 4 ensure_synch_cs_set 2 mono_debugger_check_interruption 1 pthread_mutex_unlock 4 mono_thread_clr_state 3 pthread_mutex_lock 2 OSSpinLockLock 1 pthread_mutex_lock 1 pthread_mutex_unlock 2 ves_icall_System_Threading_Thread_Sleep_internal 1 mono_thread_set_state 1 __spin_lock 1 0x28e19752 1 0x28e19758 1 0x28e19764 82 0x28e17a9f 54 0x28e17be2 51 0x28e18a45 51 0x28e195c1 51 0x28e1968b 51 ves_icall_System_Net_Sockets_Socket_Available_internal 50 ioctlsocket 46 getsockopt 4 ioctlsocket 1 ves_icall_System_Net_Sockets_Socket_Available_internal 1 0x28e18783 1 0x28e18a22 1 0x28e193f7 1 0x28e18a48 8 0x28e17bfc 4 0x1fec64f 4 mono_monitor_enter 4 mono_monitor_try_enter_internal 3 mono_monitor_try_enter_internal 1 pthread_self 2 mono_monitor_enter 1 0x1fec639 1 TlsGetValue 1 0x1fec65f 5 0x28e17b51 5 0x28e17b7e 4 0x18cf0188 3 0x18cf0141 3 mono_100ns_ticks 2 gettimeofday 2 __gettimeofday 2 __nanotime 1 mono_100ns_ticks 1 0x18cf0131 1 mono_get_lmf_addr 1 0x18cf0194 5 0x28e17c19 1 0x18ce8391 1 0x18ce83fb 1 0x1fabeac 1 0x1fabeaf 1 0x1fabeb5 2 0x28e17cac 1 0x18ce846a 1 0x1fabd97 2 0x28e17db7 1 0x1feceaf 1 mono_monitor_exit 1 0x1feceb2 1 0x28e17b48 1 0x28e17b1f 1930 Thread_436265 1930 thread_start 1930 _pthread_start 1930 GC_start_routine 1930 thread_start_routine 1930 start_wrapper 1930 mono_runtime_delegate_invoke 1930 mono_runtime_invoke 1930 mono_jit_runtime_invoke 1930 0x1ff6ce1 1907 0x2b6830de 1907 0x28e196cf 1907 0x28e1974f 1907 ves_icall_System_Threading_Thread_Sleep_internal 1907 SleepEx 1907 nanosleep$UNIX2003 1907 __semwait_signal 5 0x2b682d2d 1 0x182787a2 1 0x18278ace 1 0x182011c7 1 0x18cd9479 1 0x18cd94dc 1 0x18cd95b3 1 0x18c6ffe8 1 0x18903d7d 1 __divdi3 1 0x18278df5 1 0x1827b4b0 1 0x1827b572 1 0x1827b193 1 0x18278e12 1 0x1827b4b0 1 0x1827b572 1 0x1827b170 1 0x18278f1e 1 0x1827b621 1 0x1827b6ca 1 0x18ca6506 1 0x18ca655e 1 0x18ca6667 1 0x18ca6827 1 0x18ca6885 1 0x1ff8b30 1 ves_icall_System_String_InternalAllocateStr 1 mono_string_new_size 1 GC_malloc_atomic 1 pthread_mutex_unlock 5 0x2b682de5 3 0x18278ace 1 0x1820111c 1 0x18cd94dc 1 0x18cd9574 1 0x18cd9b4f 1 0x18c6fe4f 1 0x1820116b 1 0x18201335 1 0x18201400 1 0x1fec375 1 0x18201231 1 0x18201335 1 0x18201400 1 0x1fec360 1 0x18278a77 1 0x1827aecf 1 0x1827b170 1 0x18278e12 1 0x1827b4b0 1 0x1827b572 1 0x1827b1c6 4 0x2b682d89 3 0x18278ace 2 0x182011c7 2 0x18cd9479 2 0x18cd94dc 1 0x18cd9574 1 0x18cd9b4f 1 0x18c6fe17 1 0x18cd95b3 1 0x18c6ffe8 1 0x18903d61 1 mono_get_lmf_addr 1 0x1820111c 1 0x18cd94fb 1 0x18c7002d 1 0x18c6fd88 1 0x18c6fe5e 1 0x18278df5 1 0x1827b4b0 1 0x1827b572 1 0x1827b01a 1 0x1fec322 2 0x2b682864 2 0x2b6828b8 1 0x18275c25 1 0x18275c40 2 0x2b682a2f 1 0x2b6828b3 1 0x2b682a8b 1 0x2b682db0 1 0x1a202662 Total number in stack (recursive counted multiple, when >=5): 14 DataStructures::List<RakNet::RakString::SharedString*>::List() 13 PxcPoolMallocData::PxcPoolMallocData() 11 _pthread_start 11 thread_start 5 __semwait_signal Sort by top of stack, same collapsed (when >= 5): __semwait_signal 5421 mach_msg_trap 4066 semaphore_wait_trap 3861 mach_wait_until 3797 kevent 1930 sem_wait 1930 semaphore_timedwait_trap 1930 semaphore_timedwait_signal_trap 1885 PxcPoolMallocData::PxcPoolMallocData() 62 getsockopt 46 iokit_user_client_trap 28 cthread_set_errno_self 14 _pthread_cond_wait 10 0x28e17b51 5 Binary Images: 0x1000 - 0x8b4fe7 +unity.Arcen Games, LLC.AI War: Fleet Command Unity Player version 3.0.0f5 (3.0.0f5) <D3D5E058-354A-FFF0-6C87-A21B23D0AA50> /Applications/Games/AIWar/AIWar.app/Contents/MacOS/AI War: Fleet Command 0xa54000 - 0xa7afff libssl.0.9.7.dylib 0.9.7 (compatibility 0.9.7) <32607000-7573-6D51-ABC3-420B4A0D6629> /usr/lib/libssl.0.9.7.dylib 0xa89000 - 0xb3efe7 libcrypto.0.9.7.dylib 0.9.7 (compatibility 0.9.7) <0B69B1F5-3440-B0BF-957F-E0ADD49F13CB> /usr/lib/libcrypto.0.9.7.dylib 0xb84000 - 0xe15fe7 +libmono.0.dylib ??? (???) <C3794429-2B50-8107-E0E4-B43E2489EE32> /Applications/Games/AIWar/AIWar.app/Contents/Frameworks/MonoEmbedRuntime/osx/libmono.0.dylib 0x1682d000 - 0x16831ff3 com.apple.audio.AudioIPCPlugIn 1.1.2 (1.1.2) <5570694E-039D-7970-6083-1C8A7B7C937B> /System/Library/Extensions/AudioIPCDriver.kext/Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn 0x1766e000 - 0x177e5fe7 GLEngine ??? (???) <0FC1F7CA-5C84-A7F6-105B-169383B50A94> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine 0x17817000 - 0x17a4ffff com.apple.ATIRadeonX1000GLDriver 1.6.18 (6.1.8) <699252CC-2100-B486-5D42-327615F589E5> /System/Library/Extensions/ATIRadeonX1000GLDriver.bundle/Contents/MacOS/ATIRadeonX1000GLDriver 0x17a72000 - 0x17a95fe7 GLRendererFloat ??? (???) <D71788AA-645A-02CF-201F-E44F073F98D7> /System/Library/Frameworks/OpenGL.framework/Resources/GLRendererFloat.bundle/GLRendererFloat 0x17bc7000 - 0x17bd4ff7 com.apple.iokit.IOHIDLib 1.6.4 (1.6.4) <67AA406F-0224-4E2D-16D4-22F2DD45FFD1> /System/Library/Extensions/IOHIDFamily.kext/Contents/PlugIns/IOHIDLib.plugin/Contents/MacOS/IOHIDLib 0x17c0a000 - 0x17c10ffb com.apple.audio.AppleHDAHALPlugIn 1.8.7 (1.8.7f1) <0FE8B697-6D19-69C6-FA94-E18064ACFAEC> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn 0x70000000 - 0x700caffb com.apple.audio.units.Components 1.6.1 (1.6.1) <AEC44B68-A209-4093-36B0-7B740361249B> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio 0x8fe00000 - 0x8fe4162b dyld 132.1 (???) <A4F6ADCC-6448-37B4-ED6C-ABB2CD06F448> /usr/lib/dyld 0x90003000 - 0x90027ff7 libJPEG.dylib ??? (???) <5CE96981-6B2A-D15B-4A17-E7BD329095B6> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib 0x90054000 - 0x90104ff3 com.apple.ColorSync 4.6.3 (4.6.3) <AA1076EA-7665-3005-A837-B661260DBE54> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync 0x9010a000 - 0x90236fff com.apple.audio.toolbox.AudioToolbox 1.6.3 (1.6.3) <F0D7256E-0914-8E77-E37B-9720430422AB> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox 0x90252000 - 0x90252ff7 com.apple.Cocoa 6.6 (???) <EA27B428-5904-B00B-397A-185588698BCC> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa 0x90253000 - 0x90253ff7 com.apple.Carbon 150 (152) <9252D5F2-462D-2C15-80F3-109644D6F704> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon 0x903d0000 - 0x90452ffb SecurityFoundation ??? (???) <3670AE8B-06DA-C447-EB14-79423DB9C474> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation 0x90471000 - 0x9051fff3 com.apple.ink.framework 1.3.3 (107) <57B54F6F-CE35-D546-C7EC-DBC5FDC79938> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink 0x90520000 - 0x90566ff7 libauto.dylib ??? (???) <85670A64-3B67-8162-D441-D8E0BE15CA94> /usr/lib/libauto.dylib 0x90567000 - 0x90567ff7 com.apple.vecLib 3.6 (vecLib 3.6) <7362077A-890F-3AEF-A8AB-22247B10E106> /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib 0x905c3000 - 0x9073dfe3 com.apple.CoreFoundation 6.6.3 (550.29) <00373783-3744-F47D-2191-BEEA658F0C3D> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation 0x9073e000 - 0x9078bfeb com.apple.DirectoryService.PasswordServerFramework 6.0 (6.0) <BF66BA5D-BBC8-78A5-DBE2-F9DE3DD1D775> /System/Library/PrivateFrameworks/PasswordServer.framework/Versions/A/PasswordServer 0x9078c000 - 0x90880ff7 libiconv.2.dylib 7.0.0 (compatibility 7.0.0) <9EC28185-D26F-533F-90C4-FBAA13A15947> /usr/lib/libiconv.2.dylib 0x90cce000 - 0x90cd2ff7 libGFXShared.dylib ??? 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(???) <B87E0676-F5EF-8DA3-6DEE-13C43B3832A7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib 0x985a0000 - 0x988c4fef com.apple.HIToolbox 1.6.3 (???) <0A5F56E2-9AF3-728D-70AE-429522AEAD8A> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox 0x98900000 - 0x98915fff com.apple.ImageCapture 6.0 (6.0) <3F31833A-38A9-444E-02B7-17619CA6F2A0> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture 0x98916000 - 0x98936fe7 libresolv.9.dylib 41.0.0 (compatibility 1.0.0) <751955F3-21FB-A03A-4E92-1F3D4EFB8C5B> /usr/lib/libresolv.9.dylib 0x989e1000 - 0x989e3ff7 libRadiance.dylib ??? (???) <AB06F616-E3EA-5966-029A-8AA44BBE5B28> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib 0x989e4000 - 0x98a28ff3 com.apple.coreui 2 (114) <29F8F1A4-1C96-6A0F-4CC2-9B85CF83209F> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI 0x98a29000 - 0x98a6cff7 libGLU.dylib ??? (???) <2093A1FB-67BD-39E0-CDE5-A97A77BDDBCE> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib 0x98a6d000 - 0x98ad1ffb com.apple.htmlrendering 72 (1.1.4) <4D451A35-FAB6-1288-71F6-F24A4B6E2371> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HTMLRendering.framework/Versions/A/HTMLRendering 0x98ad2000 - 0x98ae0ff7 com.apple.opengl 1.6.9 (1.6.9) <4F06C166-00CF-5ACF-77E3-5A960A5E8AD3> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL 0x98ae1000 - 0x98cd8feb com.apple.JavaScriptCore 6533.18 (6533.18.1) <EE3897A8-E1C0-DE28-A631-4B0C32DF737B> /System/Library/Frameworks/JavaScriptCore.framework/Versions/A/JavaScriptCore 0x98cd9000 - 0x98ce9ff7 libsasl2.2.dylib 3.15.0 (compatibility 3.0.0) <C8744EA3-0AB7-CD03-E639-C4F2B910BE5D> /usr/lib/libsasl2.2.dylib 0x99203000 - 0x992bcfe7 libsqlite3.dylib 9.6.0 (compatibility 9.0.0) <16CEF8E8-8C9A-94CD-EF5D-05477844C005> /usr/lib/libsqlite3.dylib 0x992bd000 - 0x9932cff7 libvMisc.dylib 268.0.1 (compatibility 1.0.0) <2FC2178F-FEF9-6E3F-3289-A6307B1A154C> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib 0x99330000 - 0x9945efe7 com.apple.CoreData 102.1 (251) <E6A457F0-A0A3-32CD-6C69-6286E7C0F063> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData 0x9945f000 - 0x9945fff7 com.apple.CoreServices 44 (44) <AC35D112-5FB9-9C8C-6189-5F5945072375> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices 0x99488000 - 0x9948bfe7 libmathCommon.A.dylib 315.0.0 (compatibility 1.0.0) <1622A54F-1A98-2CBE-B6A4-2122981A500E> /usr/lib/system/libmathCommon.A.dylib 0x9948c000 - 0x99598ff7 libGLProgrammability.dylib ??? (???) <1B315838-F477-5416-7504-67EC3433AD4A> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib 0x995da000 - 0x9963bfe7 com.apple.CoreText 3.1.0 (???) <1372DABE-F183-DD03-03C2-64B2464A4FD5> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreText.framework/Versions/A/CoreText 0x99693000 - 0x996e3ff7 com.apple.framework.familycontrols 2.0.1 (2010) <B9762E20-543D-13B9-F6BF-E8585F04CA01> /System/Library/PrivateFrameworks/FamilyControls.framework/Versions/A/FamilyControls 0x99811000 - 0x99818ff3 com.apple.print.framework.Print 6.1 (237.1) <97AB70B6-C653-212F-CFD3-E3816D0F5C22> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print 0xffff0000 - 0xffff1fff libSystem.B.dylib ??? (???) <3441F338-2218-6D36-3F95-3A16FBF6713D> /usr/lib/libSystem.B.dylib Sample analysis of process 13032 written to file /dev/stdout |
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I don't think I've seen a log like that one before, looks interesting :) Now if I can persuade my OS to recognize the line endings... Anyway, thanks very much for your help tracking this down; it's very critical that the mac build be not crashing :) |
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Ok, opened that sampling log in a non-braindead text editor and it reads fine. Very cool info in there; is that from some kind of light profiling tool included with OSX? Anyway, it didn't look like all that many threads in there; our previous problems were with holding more than 256 semaphores in a process, which generally meant having more than that many threads (due to lots of sounds, each playing from its own thread, or something like that), and I'm only counting 13 threads from that file in a quick glance. |
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I'm running AI War on my own mac, and am just letting it run with some FRD ships defending me on my homeworld. So far 23 minutes and I'm not seeing anything that looks suspicious -- memory usage seems good, the number of threads in use are pretty low, the garbage collector is counting upwards at a pleasingly slow rate, etc. I'd run it for several hours in the past without incident on my mac, but that was with sound/music disabled, so now I have those on to see what happens. Next time you run into this issue, if you do, can you look in /Users/YourUserName/Library/Logs/Unity/Player.log and post that file? You have to get at that one before you start the game again, though, or else it gets overwritten. This is very curious! But hopefully something we can resolve soon. :/ |
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Gents, Happened to me again. I am basically doing the same thing as Chris- just letting it run with some turrets and FRD ships. Got to 1:12:35 game time before the AI get quite impatient with me and sent 1000 ships plus 4 or 5 hybrids to my homeworld. Shortly after that I got the spinning beach ball of death. I am attaching the player.log for your reading enjoyment. Think I'll try again at a lower difficulty and see how long things last this time around... |
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And I forgot to mention- I obtained the thread state log from Apple's Activity Monitor.app, doing a "Sample Process" on the AI War process once it deadlocked. I just took another sample with everything "working". Things look a bit different, but I'm not sure if the delta is really all that informative. I will upload it as well; it will be the attachment that has "Normal" at the end of the name. |
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Hummmmm.... Nothing interesting in that log, unfortunately. How much ram do you have, out of curiosity? I'm currently at 1:12 on my game, as fate would have it, and so far no issues. |
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Nothing looks askance in that log, but thanks for including it, it would have told us something in the case of most types of errors. Did you have sound on in this case? |
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I was referring to the player.log with that last. I'll check out the other one. One other question, are you running fullscreen or windowed? You might try windowed for a while if it's doing this on fullscreen. And also, if you disable sound and music, does it still do this? We're trying to at least isolate where the error might be... |
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One thing that is interesting is that it's got a bunch of RakNet calls taking up half of the Normal log. RakNet is used by Unity under the hood for its internal networking, but we use Lidgren for actual networking, so the RakNet stuff really ought to be disabled. I'll have to look at that and see what I can see. |
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2GB. I don't see the memory usage on AI War get any higher than 900MB. I am having System Profiler do a dump of my system's configuration. Once that is done I will upload it for ever more reading enjoyment. |
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oooh, that file was HUGE. Sorry. |
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No worries, thanks. And 2gb should be more than enough -- 900mb at max seems right for the moment. |
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Just so that I'm clear: The "Normal" one was from during a deadlock, and the other one was not, correct? If so, looks like it might be related to RakNet, mysteriously. |
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Note the latest crash for me was Windowed and with sound and music disabled. I went to windowed after the first time AI War crashed because in Fullscreen it locks up my Mac and I have to reboot! |
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...Wow. :( |
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Question: are you playing with hybrids? |
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Yes, I am playing with hybrids. The file "Sample of AI War: Fleet Command.txt" is from an AI War instance that had deadlocked. The file "Sample of AI War: Fleet Command - Normal.txt" is from an instance that I am running (right now, actually) and has yet to deadlock- but I am only about 30 minutes into this current game. |
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As much as I hate to think my fancy death-machines (hybrids) are causing the problem, could you try a test without any of them? They certainly have enough special logic that it's possible they're doing something that would never happen in games lacking them. Similarly, Chris, if you test on your mac with hybrids, that could be interesting. In multiple senses. |
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Indeed. It's also simply possible that hybrids are just making the game hit a certain memory threshold or something. Right now I don't have hybrids on, and the game is at 1:43 with no apparent aberrations. I'm going to give it until 3 hours, then try with hybrids if I don't have the issue. |
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Ok; once I clean up a few other things I might try memory profiling a game with them on, just to see if they're doing anything untoward. |
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I wouldn't spend too much time on that until I or the other players can isolate it. We don't have time to spend on wild goose chases like that at the moment, it could be something completely else. |
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Ok, that's true. Let me know if there are any particularly non-wild-geese to chase ;) |
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At 1:33:30 game time and still going strong. I set the AI level to Sandbox, but Hybrids are still enabled. Could it be that the deadlock is occurring at the end of game condition? I will let this run for a little longer and see if I can get past the 2 hour mark, then do a new game with the AI level at 10. My AI War kung-fu is weak, so I should quickly see if this problem is occurring when the AI blows up my command station. |
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Oh, were the other crashes during some kind of assualt on your home system? Forgive me if I just wasn't reading closely enough before, but I want to make sure :) |
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VERY interesting -- thanks for that. My game is now at 2:51, and I'm cutting it off for now. Memory usage has been consistent and working as expected, so it doesn't seem to be that. I need my mac for a bit to do the steamworks integration work, but then I'll run a test with hybrids to see if I can duplicate the problem with that. |
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No problem- this thread is getting a bit long. I am pretty sure all my crashes since upgrading to 3.801 have been when the AI blows up my command station. I am at 1:45 in game time so I think I will try restarting and see how quickly I can aggro the AI into destroying my home world and see if the deadlock happens again (maybe we should make an achievement "AggroMeister - Home Base Destroyed by AI in less than 5 minutes"). May be a little bit, though, I have to go pick up my 4 year old from pre-school. I've tried to get him to play AI War, but he seems more interested in Lego Star Wars :). |
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No worries -- and thanks. :) Yeah, my son is 7 weeks old and won't even look at the screen when AI War comes on. I think Keith's two year old likes watching it a bit, though. |
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Well, it's certainly a relief that this isn't a guaranteed crash on mac, at least, and that we may be able to pin down some relationship to the timing, etc. |
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And she's three years old now, and calls AI War either the "Planet Game" or "The game with the 'tackers". |
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Yes, quite so. It's not like memory is always spiraling out of control or something. I'm thinking more and more that this is some sort of infinite-loop condition that we're reaching, but it's hard to be sure where it is: in the sound or music handling, or in the hybrid code, etc. I went through the music code pretty heavily this morning (and there's not really that much of it, honestly), and I'm pretty sure the problem is not there. |
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Hmm, maybe when playing a taunt? |
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Ooh! That could be it, actually. That would make a lot of sense. And incidentally, I haven't been hearing the AI taunt me on the windows side at all, so that could be another sign that something is not right there in general. Can you look at that, and get it working on the windows side at least? |
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Yay! * Fixed a bug that was causing AI taunts not only to not play, but to create a memory leak (slash file-handle leak) especially on the OSX side. This was also the cause of sound effects suddenly cutting out on the OSX side in the cases where it would do that. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 20, 2010 10:54 pm | millejoh | New Issue | |
Oct 20, 2010 10:54 pm | millejoh | File Added: ErrorsReportedByEngine.txt | |
Oct 20, 2010 10:56 pm | Chris_McElligottPark | Note Added: 0001675 | |
Oct 20, 2010 10:56 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 20, 2010 10:56 pm | Chris_McElligottPark | Status | new => feedback |
Oct 20, 2010 10:57 pm | Chris_McElligottPark | Product Version | 3.800 => 3.719 |
Oct 20, 2010 11:33 pm | Chris_McElligottPark | Relationship added | duplicate of 0000644 |
Oct 21, 2010 10:29 am | millejoh | Note Added: 0001754 | |
Oct 21, 2010 10:29 am | millejoh | Status | feedback => assigned |
Oct 21, 2010 10:30 am | keith.lamothe | Note Added: 0001755 | |
Oct 21, 2010 10:31 am | keith.lamothe | Note Added: 0001756 | |
Oct 21, 2010 10:33 am | keith.lamothe | Note Added: 0001757 | |
Oct 21, 2010 11:46 am | millejoh | Note Added: 0001767 | |
Oct 21, 2010 11:46 am | millejoh | File Added: Sample of AI War: Fleet Command.txt | |
Oct 21, 2010 11:54 am | keith.lamothe | Note Added: 0001768 | |
Oct 21, 2010 11:58 am | keith.lamothe | Note Added: 0001769 | |
Oct 21, 2010 12:34 pm | Chris_McElligottPark | Note Added: 0001772 | |
Oct 21, 2010 12:35 pm | Chris_McElligottPark | Relationship added | has duplicate 0000803 |
Oct 21, 2010 1:12 pm | millejoh | Note Added: 0001786 | |
Oct 21, 2010 1:13 pm | millejoh | File Added: Player.log | |
Oct 21, 2010 1:20 pm | millejoh | Note Added: 0001787 | |
Oct 21, 2010 1:20 pm | millejoh | File Added: Sample of AI War: Fleet Command - Normal.txt | |
Oct 21, 2010 1:21 pm | Chris_McElligottPark | Note Added: 0001788 | |
Oct 21, 2010 1:21 pm | millejoh | Note Edited: 0001787 | |
Oct 21, 2010 1:21 pm | keith.lamothe | Note Added: 0001789 | |
Oct 21, 2010 1:22 pm | Chris_McElligottPark | Note Added: 0001790 | |
Oct 21, 2010 1:26 pm | Chris_McElligottPark | Note Added: 0001792 | |
Oct 21, 2010 1:28 pm | millejoh | Note Added: 0001794 | |
Oct 21, 2010 1:28 pm | millejoh | File Added: MacBook Pro.txt | |
Oct 21, 2010 1:29 pm | millejoh | Note Added: 0001797 | |
Oct 21, 2010 1:30 pm | Chris_McElligottPark | Note Added: 0001799 | |
Oct 21, 2010 1:31 pm | Chris_McElligottPark | Note Added: 0001801 | |
Oct 21, 2010 1:33 pm | millejoh | Note Added: 0001803 | |
Oct 21, 2010 1:37 pm | Chris_McElligottPark | Note Added: 0001810 | |
Oct 21, 2010 1:40 pm | Chris_McElligottPark | Note Added: 0001813 | |
Oct 21, 2010 1:48 pm | millejoh | Note Added: 0001814 | |
Oct 21, 2010 1:51 pm | keith.lamothe | Note Added: 0001815 | |
Oct 21, 2010 1:53 pm | Chris_McElligottPark | Note Added: 0001816 | |
Oct 21, 2010 1:54 pm | keith.lamothe | Note Added: 0001817 | |
Oct 21, 2010 1:55 pm | Chris_McElligottPark | Note Added: 0001818 | |
Oct 21, 2010 1:57 pm | keith.lamothe | Note Added: 0001819 | |
Oct 21, 2010 2:52 pm | millejoh | Note Added: 0001826 | |
Oct 21, 2010 2:54 pm | keith.lamothe | Note Added: 0001828 | |
Oct 21, 2010 3:01 pm | Chris_McElligottPark | Note Added: 0001831 | |
Oct 21, 2010 3:03 pm | millejoh | Note Added: 0001833 | |
Oct 21, 2010 3:08 pm | Chris_McElligottPark | Note Added: 0001837 | |
Oct 21, 2010 3:08 pm | keith.lamothe | Note Added: 0001839 | |
Oct 21, 2010 3:09 pm | keith.lamothe | Note Added: 0001840 | |
Oct 21, 2010 3:10 pm | Chris_McElligottPark | Note Added: 0001841 | |
Oct 21, 2010 3:12 pm | keith.lamothe | Note Added: 0001842 | |
Oct 21, 2010 3:13 pm | Chris_McElligottPark | Note Added: 0001843 | |
Oct 21, 2010 5:05 pm | Chris_McElligottPark | Note Added: 0001850 | |
Oct 21, 2010 5:05 pm | Chris_McElligottPark | Status | assigned => resolved |
Oct 21, 2010 5:05 pm | Chris_McElligottPark | Resolution | open => fixed |
Apr 14, 2014 9:27 am | Chris_McElligottPark | Category | Bug - Crash or Exception => Crash/Exception |