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IDProjectCategoryLast Update
0000921AI War 1 / ClassicCrash/ExceptionNov 20, 2010 3:10 pm
ReporterSherlock Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.000 
Summary0000921: OSX Crash: gleSetVertexArrayFunc + 116
DescriptionI 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 ??
TagsNo tags attached.
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Sherlock

Oct 26, 2010 11:51 pm

reporter  

Chris_McElligottPark

Oct 27, 2010 12:07 am

administrator   ~0002197

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!

keith.lamothe

Oct 27, 2010 9:30 am

administrator   ~0002204

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?

Sherlock

Oct 27, 2010 12:40 pm

reporter   ~0002230

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).

Sherlock

Oct 27, 2010 12:40 pm

reporter  

pt2.sav (246,280 bytes)

Sherlock

Oct 27, 2010 12:46 pm

reporter   ~0002231

Further update... i've been getting ErrorsReportedByEngine appearing again. Attaching them in case they're relevant.

Sherlock

Oct 27, 2010 12:47 pm

reporter  

ErrorsReportedByEngine.txt (4,908 bytes)   
10/26/2010 19:56:15 (4.000)
-----------------------------------Error-----------------------------------Log String: pthread_getschedparam(thread, &policy, &param)
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, &param)
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, &param)
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, &param)
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, &param)
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, &param)
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, &param)
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, &param)
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, &param)
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, &param)
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()

ErrorsReportedByEngine.txt (4,908 bytes)   

Chris_McElligottPark

Nov 1, 2010 11:55 pm

administrator   ~0002520

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.

keith.lamothe

Nov 20, 2010 3:10 pm

administrator   ~0004108

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.

Issue History

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