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IDProjectCategoryLast Update
0001780AI War 1 / ClassicCrash/ExceptionDec 14, 2010 1:17 pm
ReporterDraco18s Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.044 
Summary0001780: Crashed, this time with popups.
DescriptionNo idea what happened. Attached are the log files it generated.
TagsNo tags attached.
Internal Weight

Activities

Draco18s

Dec 4, 2010 1:47 am

developer  

Chris_McElligottPark

Dec 4, 2010 1:49 am

administrator   ~0005159

What was the popup? The GC Heap error, or something else?

Draco18s

Dec 4, 2010 1:50 am

developer   ~0005160

Last edited: Dec 4, 2010 1:55 am

Let me attach those too.

Oh, I should note, I was host, the client didn't even see the host lost until a bit later. He got a chance to save the game, I might as well upload the last autosave, though I doubt it'll be any good.

Autosave is from about 4 minutes prior to the crash, we weren't doing anything crazy (aside from cheats so we could play with New Stuff). Built a second Spire City and its modules (1 reactor, 1 habitat, 4 ship docks). I think I was about to add modules to the modules when the game crashed.

Draco18s

Dec 4, 2010 1:51 am

developer  

Capture.PNG (9,035 bytes)   
Capture.PNG (9,035 bytes)   

Draco18s

Dec 4, 2010 1:51 am

developer  

Capture2.PNG (14,414 bytes)   
Capture2.PNG (14,414 bytes)   

Draco18s

Dec 4, 2010 1:53 am

developer  

Autosave.sav (426,129 bytes)

Suzera

Dec 4, 2010 1:56 am

reporter   ~0005162

Last edited: Dec 4, 2010 1:56 am

Is there an issue for the Heap sections error? I get that now and then and it seems to be at the same 1,531,000 or so bytes in memory mark in task manager, and upon a restart of the game after a forced end and reload of the same save, the memory goes down to 800,000 or so. I've been meaning to report it but I keep forgetting.

Chris_McElligottPark

Dec 4, 2010 2:01 am

administrator   ~0005164

Hmm, I'm not sure what that error means at all, then, Draco -- there was nothing else in the RuntimeData folder? That's where our error messages would be. It sounds like, if not, the entire program just collapsed and didn't even let us log the error first.

Suzera -- the Heap sections error isn't really an error per se, or not one we can fix anyway. It's the game running out of memory, or hitting the wall on "heap memory" that the mono runtime has decided it is allowed to use, anyway. It's actually rather stupid because if it just ran a collection when it found this issue it would self-fix, but it's a rather suicidal GC compared to .NET. It's an issue we have to hash out with Unity, the people who make the engine AI War runs on.

Generally you shouldn't get that unless you use high ship caps and have quite long games (or gigantic battles, anyway), or have really high ship caps from multi-planet starts and get into overly massive battles that way.

Draco18s

Dec 4, 2010 2:13 am

developer   ~0005167

Last edited: Dec 4, 2010 2:16 am

Nothing else current, X. Just some engine and unhandled errors from last month and some AI errors from a half hour prior.

(I am unable to locate what was updated in the AIErrors text file, as it wasn't datestamped, but SOMETHING was added, according to Windows)

The other recently updated file is the...EventAttackCompositionInfoLog text file.

Anyway, you could try the save and see what happens. 4 minutes should spawn a few waves on Murdoch which get eaten by beam cannons (or a Martyr if its bad enough), second city is SE-ish of there (only other "backwater" planet we have, aside from the one just north of Murdoch where the first city went).

Suzera

Dec 4, 2010 2:14 am

reporter   ~0005168

Last edited: Dec 4, 2010 2:14 am

Normal ship caps with 2 homeworlds on a 120 planet map. Happens about every 3-4 hours. I would use low ship caps, but bombers are already deadly enough and it just makes them worse since AP doesn't scale (it seems anyway).

Chris_McElligottPark

Dec 4, 2010 2:15 am

administrator   ~0005169

Last edited: Dec 4, 2010 2:15 am

Draco: Ok -- thanks. Those are some Keith-specific output logs, so I'll pass this to him and see if he has any ideas on it. Looks like none of my logs were written, plus you were in the Fallen Spire, so I'm off the hook temporarily. ;)

Draco18s

Dec 4, 2010 2:16 am

developer   ~0005170

Alright X, we'll see what he says in the morning.

Chris_McElligottPark

Dec 4, 2010 2:17 am

administrator   ~0005171

Suzera: I wouldn't expect that, at all. Normal should be fine, also. How much RAM do you have? If it's 2GB or less I guess I could see that happening. As long as its fairly far apart like that, hopefully it's not too much trouble, but when the application runs out of memory there's still just nothing much we can do about it. The engine just chokes itself to death and dies, and our code never even knows -- it just stops getting executed immediately.

Suzera

Dec 4, 2010 2:24 am

reporter   ~0005172

I have 6gb of ram, 64 bit Win7, Core i7 920. It locks at 1,531,xxx bytes. I forget what the XXX is, but pretty sure the numbers on the rest are correct. Might be something like 1,513,xxx instead. But every time it locks at that amount of memory used.

It's also difficulty 8 which means about twice as many ships to blow up as difficulty 7.6 too, which could have something to do with it.

Chris_McElligottPark

Dec 4, 2010 2:28 am

administrator   ~0005174

Ok -- definitely not a hardware limitation, then. I think it's just hitting the limit of what it wants mono to be able to take in a 32bit process. Rather annoying.

keith.lamothe

Dec 4, 2010 11:41 am

administrator   ~0005205

AIThreadWaveComputationLog.txt, MainThreadWaveComputationLog.txt, and the event attack composition log things are all info-logs only, they wouldn't have any info on a crash.

The weird thing is that checking all the logs you have doesn't show _any_ stack trace anywhere of the actual error. Only the system-level message that "Write to location 00ffbc01 caused an access violation."

So there's really not anything I can do with that.

Does the save file reproduce the problem for you?

Draco18s

Dec 4, 2010 11:43 am

developer   ~0005206

It was 2am when it crashed, we didn't try to repro. We'll be trying again later (client was able to save the game after I crashed, I also have an autosave 4 minutes prior to the crash).

keith.lamothe

Dec 14, 2010 1:08 pm

administrator   ~0006160

If anyone gets any more data on this one I'm happy to take another look, but when the sum total of the error log is (basically) "segfault", not much I can do :)

Draco18s

Dec 14, 2010 1:17 pm

developer   ~0006162

Yeah, wasn't able to reproduce it from our save, either (not that we tried very hard).

Issue History

Date Modified Username Field Change
Dec 4, 2010 1:47 am Draco18s New Issue
Dec 4, 2010 1:47 am Draco18s File Added: Crash_2010_12_03_191814.zip
Dec 4, 2010 1:49 am Chris_McElligottPark Note Added: 0005159
Dec 4, 2010 1:49 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 4, 2010 1:49 am Chris_McElligottPark Status new => feedback
Dec 4, 2010 1:50 am Draco18s Note Added: 0005160
Dec 4, 2010 1:50 am Draco18s Status feedback => assigned
Dec 4, 2010 1:51 am Draco18s File Added: Capture.PNG
Dec 4, 2010 1:51 am Draco18s File Added: Capture2.PNG
Dec 4, 2010 1:53 am Draco18s Note Edited: 0005160
Dec 4, 2010 1:53 am Draco18s File Added: Autosave.sav
Dec 4, 2010 1:55 am Draco18s Note Edited: 0005160
Dec 4, 2010 1:55 am Draco18s Note Edited: 0005160
Dec 4, 2010 1:56 am Suzera Note Added: 0005162
Dec 4, 2010 1:56 am Suzera Note Edited: 0005162
Dec 4, 2010 2:01 am Chris_McElligottPark Note Added: 0005164
Dec 4, 2010 2:13 am Draco18s Note Added: 0005167
Dec 4, 2010 2:14 am Suzera Note Added: 0005168
Dec 4, 2010 2:14 am Chris_McElligottPark Assigned To Chris_McElligottPark => keith.lamothe
Dec 4, 2010 2:14 am Suzera Note Edited: 0005168
Dec 4, 2010 2:15 am Chris_McElligottPark Note Added: 0005169
Dec 4, 2010 2:15 am Chris_McElligottPark Note Edited: 0005169
Dec 4, 2010 2:16 am Draco18s Note Edited: 0005167
Dec 4, 2010 2:16 am Draco18s Note Added: 0005170
Dec 4, 2010 2:17 am Chris_McElligottPark Note Added: 0005171
Dec 4, 2010 2:24 am Suzera Note Added: 0005172
Dec 4, 2010 2:28 am Chris_McElligottPark Note Added: 0005174
Dec 4, 2010 11:41 am keith.lamothe Note Added: 0005205
Dec 4, 2010 11:43 am Draco18s Note Added: 0005206
Dec 14, 2010 1:08 pm keith.lamothe Note Added: 0006160
Dec 14, 2010 1:08 pm keith.lamothe Status assigned => resolved
Dec 14, 2010 1:08 pm keith.lamothe Resolution open => fixed
Dec 14, 2010 1:17 pm Draco18s Note Added: 0006162
Apr 14, 2014 9:27 am Chris_McElligottPark Category Bug - Crash or Exception => Crash/Exception