View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0000921 | AI War 1 / Classic | Crash/Exception | Oct 26, 2010 11:51 pm | Nov 20, 2010 3:10 pm | |
Reporter | Sherlock | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.000 | ||||
Summary | 0000921: OSX Crash: gleSetVertexArrayFunc + 116 | ||||
Description | I attached the Xcode debugger to AIWar to see if I could help with the OSX crash a bit. This last time it was a EXC_BAD_ACCESS in gleSetVertexArrayFunc I googled it a bit, and it seems this might be related to drawing something from a bad pointer, or something not loaded yet. At the time of the crash i was opening a build menu that i hadn't used yet that game, and the icons were half way through loading in. I've noticed on previous crashes, it was often during what appeared to be sprite loads, such as when i zoom all the way in on a unit i hadn't previously looked at that game. SS attached. I hope this helps, and I hope it's ok that I ran the debugger. Apologies if it wasn't. Backtrace: #0 0x17c3927d in ?? 0000001 0x176496e4 in gleSetVertexArrayFunc 0000002 0x1763273c in gleDrawArraysOrElements_ExecCore 0000003 0x175bca7b in glDrawElements_Exec 0000004 0x9254e050 in glDrawElements 0000005 0x003bba53 in DataStructures::List<RakNet::RakString::SharedString*>::List 0000006 0x000b4069 in DataStructures::List<RakNet::RakString::SharedString*>::List 0000007 0x00133519 in DataStructures::List<RakNet::RakString::SharedString*>::List 0000008 0x34d38a07 in ?? | ||||
Tags | No tags attached. | ||||
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Wow, thanks for doing that digging. No worries on the debugger thing, we actually appreciate the help. That is a mystery, but it's at least shedding some light, I suppose. It doesn't spark any immediate "aha" moments for me, but it does at least give us some new avenues to search down, so hopefully we can find it with that. Thanks a lot! |
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In response to the deleted note: we would be happy to distribute a symbols-included debuggable build, that was what we did with every SlimDX release. However, Unity simply doesn't support it. It does have options for a debug build but it always results in our own code not generating line numbers in exceptions, etc, so not sure what to make of all that. But your savegame could be very useful if we can reproduce the problem; Chris does have a couple macs to test on. To clarify, when you say that the crash happened in the exact same spot do you mean the same spot in the game or the same spot in the debug-code? |
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Of my last 10 crashes, i think 8 were at the exact same point in the debug code (gleSetVertexArrayFunc + 116). One of the different crashes was during the load of the main screen after quitting back to the main menu, but I didn't record where exactly that happened. I think it was in a different thread, but I can't say for sure. If i have time this evening, I might try running the windows version in wine under osx to see if something similar happens. I don't think i can debug easily in wine though. For the save file: It usually takes about 20 minutes or so to produce a crash ( when fights are going on). You'll have to wait a bit longer if there's nothing going on. I'd suggest taking my big blob and clear through Samich (SE). |
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Further update... i've been getting ErrorsReportedByEngine appearing again. Attaching them in case they're relevant. |
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ErrorsReportedByEngine.txt (4,908 bytes)
10/26/2010 19:56:15 (4.000) -----------------------------------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() 10/26/2010 20:36:36 (4.000) -----------------------------------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() 10/26/2010 21:11:53 (4.000) -----------------------------------Error-----------------------------------Log String: pthread_getschedparam(thread, &policy, ¶m) Stack Trace: UnityEngine.WWW:.ctor(String) <LoadTextureFromFileAsyncInner>c__Iterator3:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameImage:StartLoading() Game:UpdateStreaming() MainCameraLogic:Update() 10/26/2010 22:53:01 (4.000) -----------------------------------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() 10/26/2010 23:48:36 (4.000) -----------------------------------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() OtherObject:KillTargetFromShotHit(ForegroundObject, Int32, ForegroundObject, Boolean) OtherObject:DoShotHit() Game:RunOneCycleOfSimulation() Game:RunNextCycle(Boolean) Game:RunFrame() MainCameraLogic:FixedUpdate() 10/27/2010 00:16:56 (4.000) -----------------------------------Error-----------------------------------Log String: pthread_getschedparam(thread, &policy, ¶m) Stack Trace: UnityEngine.WWW:.ctor(String) <LoadTextureFromFileAsyncInner>c__Iterator3:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameImage:StartLoading() Game:UpdateStreaming() MainCameraLogic:Update() 10/27/2010 00:38:50 (4.000) -----------------------------------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:MovePlayerUnit(Boolean, Boolean) Game:RunOneCycleOfSimulation() Game:RunNextCycle(Boolean) Game:RunFrame() MainCameraLogic:FixedUpdate() 10/27/2010 01:13:39 (4.000) -----------------------------------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() 10/27/2010 08:14:30 (4.000) -----------------------------------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() OtherObject:KillTargetFromShotHit(ForegroundObject, Int32, ForegroundObject, Boolean) OtherObject:DoShotHit() Game:RunOneCycleOfSimulation() Game:RunNextCycle(Boolean) Game:RunFrame() MainCameraLogic:FixedUpdate() 10/27/2010 08:35:02 (4.000) -----------------------------------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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I'll be curious if the 4.023 version helps you... but it is very odd, we've not had anyone else with this same issue at all. The nature of the error honestly makes me think of a graphics card driver bug more than anything else, it's really very low-level. |
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Please let us know if you see any more crashes, but with Chris's rewrite of the sound sub-system that seems to have dealt with the remaining OSX crashes. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 26, 2010 11:51 pm | Sherlock | New Issue | |
Oct 26, 2010 11:51 pm | Sherlock | File Added: Screen shot 2010-10-26 at 9.47.26 PM.png | |
Oct 27, 2010 12:07 am | Chris_McElligottPark | Note Added: 0002197 | |
Oct 27, 2010 9:30 am | keith.lamothe | Note Added: 0002204 | |
Oct 27, 2010 11:34 am | keith.lamothe | Assigned To | => keith.lamothe |
Oct 27, 2010 11:34 am | keith.lamothe | Status | new => feedback |
Oct 27, 2010 12:40 pm | Sherlock | Note Added: 0002230 | |
Oct 27, 2010 12:40 pm | Sherlock | Status | feedback => assigned |
Oct 27, 2010 12:40 pm | Sherlock | File Added: pt2.sav | |
Oct 27, 2010 12:46 pm | Sherlock | Note Added: 0002231 | |
Oct 27, 2010 12:47 pm | Sherlock | File Added: ErrorsReportedByEngine.txt | |
Nov 1, 2010 11:55 pm | Chris_McElligottPark | Note Added: 0002520 | |
Nov 20, 2010 3:10 pm | keith.lamothe | Note Added: 0004108 | |
Nov 20, 2010 3:10 pm | keith.lamothe | Status | assigned => resolved |
Nov 20, 2010 3:10 pm | keith.lamothe | Resolution | open => fixed |
Apr 14, 2014 9:27 am | Chris_McElligottPark | Category | Bug - Crash or Exception => Crash/Exception |