View Issue Details

IDProjectCategoryLast Update
0009012AI War 1 / ClassicCrash/ExceptionJul 30, 2012 11:01 pm
ReporterBlackCobra Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version5.045 
Fixed in Version5.051 
Summary0009012: crash
Descriptionit crashd out of the blue.

i've added a rar file with 3 crashes and my last savegame before one crash
TagsNo tags attached.
Internal WeightNew

Relationships

has duplicate 0009055 closedkeith.lamothe CTD while playing 

Activities

BlackCobra

Jul 21, 2012 5:17 pm

reporter  

ai war fleet command.rar (515,943 bytes)

keith.lamothe

Jul 21, 2012 5:43 pm

administrator   ~0027027

Can you look for and and post the following files in your AIW directory's RuntimeData directory?

ArcenDebugLog.txt
UnhandledExceptions.txt

It looks like an out-of-memory problem, which seems possible but odd given the relatively early phase of the game.

Also, to clarify: this is marked as 5.045, but the most recent version of the game is 5.046; was this on 5.045?

Thanks :)

BlackCobra

Jul 21, 2012 6:04 pm

reporter  

ArcenDebugLog.txt (2,579 bytes)   
7/21/2012 5:20:56 PM
UnhandledErrors:    7/21/2012 5:20:56 PM (5.045)
-----------------------------------Error-----------------------------------Log String: FixedUpdate: System.Exception: Game Command Text:22;0;0
System.OutOfMemoryException: Out of memory
  at (wrapper managed-to-native) object:__icall_wrapper_mono_string_alloc (intptr)
  at (wrapper managed-to-native) string:InternalAllocateStr (int)
  at System.Text.StringBuilder..ctor (System.String value, Int32 startIndex, Int32 length, Int32 capacity, Int32 maxCapacity) [0x00000] in <filename unknown>:0 
  at System.Text.StringBuilder..ctor (System.String value, Int32 startIndex, Int32 length, Int32 capacity) [0x00000] in <filename unknown>:0 
  at System.Text.StringBuilder..ctor (Int32 capacity) [0x00000] in <filename unknown>:0 
  at Game.DoFullSync (Boolean IsForSave, Boolean SendBeginFromLobby, Int32 JustForPlayerNumber, Boolean DoCompression) [0x00000] in <filename unknown>:0 
  at Game.DoSaveGame (System.String Filename, Boolean ShowDialogs) [0x00000] in <filename unknown>:0 
  at GameCommand.Execute () [0x00000] in <filename unknown>:0 
  at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0 
  at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0 
  at Game.RunNextCycle (Boolean DoRendering) [0x00000] in <filename unknown>:0 
  at Game.RunFrame () [0x00000] in <filename unknown>:0 
  at MainCameraLogic.FixedUpdate () [0x00000] in <filename unknown>:0 
Stack Trace:   at Game.RunOneCycleOfSimulation () [0x00000] in <filename unknown>:0 
  at Game.RunNextCycle (Boolean DoRendering) [0x00000] in <filename unknown>:0 
  at Game.RunFrame () [0x00000] in <filename unknown>:0 
  at MainCameraLogic.FixedUpdate () [0x00000] in <filename unknown>:0 


   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Boolean IncludeStackTrace, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, DebugLogDestination Destination, Verbosity Verbosity)
   at ArcenDebugging.ArcenDebugLog(System.String Message, Verbosity Verbosity)
   at Configuration.WriteToErrorFile(System.String ErrorFile, System.String ErrorName, System.String ErrorText)
   at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause, Boolean CameFromUnity)
   at MainCameraLogic.LogWritten(System.String LogString, System.String StackTrace, LogType Type, System.Exception Cause)
   at MainCameraLogic.FixedUpdate()

ArcenDebugLog.txt (2,579 bytes)   

BlackCobra

Jul 21, 2012 6:06 pm

reporter   ~0027028

yes, it was on 5.045 and it seems like i can't find UnhandledExceptions.txt in the RuntimeData directory

BlackCobra

Jul 21, 2012 7:19 pm

reporter   ~0027029

new crash
no new ArcenDebugLog.txt or UnhandledExceptions.txt

BlackCobra

Jul 21, 2012 7:20 pm

reporter  

vadatajs

Jul 21, 2012 11:05 pm

reporter   ~0027032

Think I might have encountered this same thing. Crashed for no discernible reason (I was sitting and watching some things build about 5 hours into the game). Was with version 5.046 where I was a player in a multiplayer game (not the host). I seemed to be the only player that crashed. Attached in file "Crash_2012-07-21_151008.zip" is the 'crash' folder, most recent Autosave prior to the crash (for what that's worth) and also UnhandledErrors.txt and ArcenDebugLog.txt from the RuntimeData directory.

vadatajs

Jul 21, 2012 11:05 pm

reporter  

BlackCobra

Jul 22, 2012 8:03 am

reporter   ~0027039

Last edited: Jul 23, 2012 11:50 am

crashed again, but now with 5.046
but no crashreport/ArcenDebugLog/UnhandledExceptions
not even the "ooops it crashed" window Oo

edit: new crash with 5.046

edit2: i didn't change the resolution nor did i alt + tab out

BlackCobra

Jul 23, 2012 11:46 am

reporter  

keith.lamothe

Jul 23, 2012 12:10 pm

administrator   ~0027061

Hmm, all the indications I can see are out-of-memory problems, which doesn't make a lot of sense since we weren't really getting many reports of these a few versions ago and 5.046 should actually be a substantial improvement memory-wise.

BlackCobra

Jul 23, 2012 12:20 pm

reporter   ~0027062

Last edited: Jul 23, 2012 12:24 pm

i have search around the internet a little and i found someting interesting.
seems like its a bug in the 3.5 renderer (are you using 3.5?)(they added multithreading with 3.5), but it happens only on 64b windows version. lucky there is a command line switch( -force-gfx-st ), which at least for now did work.

for more information look here
http://forum.unity3d.com/threads/126320-HandleD3DDeviceLost

edit: awww it happend again -.-

keith.lamothe

Jul 23, 2012 4:05 pm

administrator   ~0027068

We did not upgrade to Unity 3.5 specifically due to hearing about bugs in the multithreaded renderer (understandable that they were there, as it is a very new, very high-change feature).

But I am just now putting in for 5.047:

* Removed the backported sprite-object-pooling because it might be responsible for some out-of-memory crashes we've been getting reports of in the past few versions.

Hopefully it will solve it, if not we'll keep looking :)

BlackCobra

Jul 23, 2012 4:19 pm

reporter   ~0027069

i'm looking forward to it and will give feedback to it once it's released

keith.lamothe

Jul 24, 2012 3:06 pm

administrator   ~0027103

Turns out that change killed performance in a pretty bad way, so instead:

* Added new toggle to the Advanced tab of the Settings window: Sprite Pool Size
** This option was mainly added to help players find some memory-crash and performance-regression problems and in general you shouldn't change it unless you know what that means.
** Low pool sizes will keep possible memory footprint lower and help keep the pool from causing excessive memory use, but will also substantially reduce performance when there are not enough objects in the pool to handle all the things being drawn in a given frame.
** High pool sizes have the opposite advantage/disadvantage.
** The default of 5000 should handle most sane cases but shift-clicking around with a bunch of selected ships can pile up a bunch of lines (and thus sprites) in a hurry.

* Made the sprite pool periodically release the memory its holding (at the same times the game trims other parts of heap usage).

keith.lamothe

Jul 24, 2012 4:28 pm

administrator   ~0027107

Ok, 5.047 is out with that slider (settings window, advanced tab). The default setting (5000) should both prevent memory crashes and not kill performance, so give it a try without changing the slider.

But if you get memory crashes, try restarting and then turning it down to 500 and seeing if it still leads to crashes (your performance will be way lower with significant number of sprites on the screen, 500 is just a pretty-sure-this-couldn't-be-killing-memory number).

If at that point it does stop crashing and performance is getting hit, turn it up a notch, etc. No need to restart between changes to the slider unless you're getting memory errors (in which case the restart is probably non-discretionary anyway).

In any event, let me know how it goes, thanks :)

keith.lamothe

Jul 24, 2012 4:33 pm

administrator   ~0027108

Oh, forgot one thing: if you press F3 to turn on debug output (you may need to move the cursor to an out of the way place near a corner of the window to get it to show, as it's shy about drawing under the mouse cursor) it will list some SpriteObjectList data at the bottom that you can screenshot to include in a report so I can see how many sprite-objects it's got in memory, how many it used that frame, etc.

BlackCobra

Jul 25, 2012 12:11 pm

reporter   ~0027137

Last edited: Jul 25, 2012 12:11 pm

now 5.049
there is something really odd there
i played with the 5000 spirits as limit.
the game crashed after serveral minutes (15 mins).
but this time instead of clicking ok on the crash window i simply got back in game and the only difference i noticed was, that it didn't play any music.
i added the new crash report and the save which i did after the crash

BlackCobra

Jul 25, 2012 12:12 pm

reporter  

BlackCobra

Jul 25, 2012 12:13 pm

reporter  

b.rar (376,775 bytes)

keith.lamothe

Jul 25, 2012 12:41 pm

administrator   ~0027138

Last edited: Jul 25, 2012 12:41 pm

That is very odd! Though it sounds like it's at least a step in the right direction.

Can you try setting the sprite pool max to 1000 and restarting? They way I originally did it a restart would not be necessary but when I backed out that leaking optimization it no longer tries to release the "extra" pool space after a shrink.

Thanks :)

BlackCobra

Jul 27, 2012 3:03 pm

reporter   ~0027163

played a hour now and so far no crash (spirits is 1000).
but sometimes there is a huge performance drop. lucky that's only for some seconds.

keith.lamothe

Jul 27, 2012 4:13 pm

administrator   ~0027164

Glad to hear it's not crashed yet :)

The performance drop is when there's more sprites trying to draw than fits in the pool, so if you change your view to cut down on the number of sprites (ironically, zooming out usually helps as nearby units of the same type "combine" icons) it can help.

It may be that I should add a pool size of 2000 or something like that for these in-between cases, but the more important thing at this stage is making sure it doesn't crash with 1000 (unless it's a case where it would have crashed in 5.041 or earlier; that's not great either but at least it means it's not because of the backported stuff).

keith.lamothe

Jul 30, 2012 11:01 pm

administrator   ~0027207

5.051 should have resolved this completely, let us know if not :)

Issue History

Date Modified Username Field Change
Jul 21, 2012 5:17 pm BlackCobra New Issue
Jul 21, 2012 5:17 pm BlackCobra File Added: ai war fleet command.rar
Jul 21, 2012 5:43 pm keith.lamothe Note Added: 0027027
Jul 21, 2012 5:43 pm keith.lamothe Assigned To => keith.lamothe
Jul 21, 2012 5:43 pm keith.lamothe Status new => feedback
Jul 21, 2012 6:04 pm BlackCobra File Added: ArcenDebugLog.txt
Jul 21, 2012 6:06 pm BlackCobra Note Added: 0027028
Jul 21, 2012 6:06 pm BlackCobra Status feedback => assigned
Jul 21, 2012 7:19 pm BlackCobra Note Added: 0027029
Jul 21, 2012 7:20 pm BlackCobra File Added: Crash_2012-07-22_003926.rar
Jul 21, 2012 11:05 pm vadatajs Note Added: 0027032
Jul 21, 2012 11:05 pm vadatajs File Added: Crash_2012-07-21_151008.zip
Jul 22, 2012 8:03 am BlackCobra Note Added: 0027039
Jul 23, 2012 11:46 am BlackCobra File Added: Crash_2012-07-23_173330.rar
Jul 23, 2012 11:46 am BlackCobra Note Edited: 0027039
Jul 23, 2012 11:50 am BlackCobra Note Edited: 0027039
Jul 23, 2012 12:10 pm keith.lamothe Note Added: 0027061
Jul 23, 2012 12:20 pm BlackCobra Note Added: 0027062
Jul 23, 2012 12:21 pm BlackCobra Note Edited: 0027062
Jul 23, 2012 12:22 pm BlackCobra Note Edited: 0027062
Jul 23, 2012 12:24 pm BlackCobra Note Edited: 0027062
Jul 23, 2012 4:05 pm keith.lamothe Note Added: 0027068
Jul 23, 2012 4:19 pm BlackCobra Note Added: 0027069
Jul 24, 2012 3:06 pm keith.lamothe Note Added: 0027103
Jul 24, 2012 4:28 pm keith.lamothe Note Added: 0027107
Jul 24, 2012 4:28 pm keith.lamothe Status assigned => feedback
Jul 24, 2012 4:33 pm keith.lamothe Note Added: 0027108
Jul 25, 2012 12:11 pm BlackCobra Note Added: 0027137
Jul 25, 2012 12:11 pm BlackCobra Status feedback => assigned
Jul 25, 2012 12:11 pm BlackCobra Note Edited: 0027137
Jul 25, 2012 12:12 pm BlackCobra File Added: Crash_2012-07-25_173810.rar
Jul 25, 2012 12:13 pm BlackCobra File Added: b.rar
Jul 25, 2012 12:41 pm keith.lamothe Note Added: 0027138
Jul 25, 2012 12:41 pm keith.lamothe Note Edited: 0027138
Jul 25, 2012 12:41 pm keith.lamothe Status assigned => feedback
Jul 27, 2012 3:03 pm BlackCobra Note Added: 0027163
Jul 27, 2012 3:03 pm BlackCobra Status feedback => assigned
Jul 27, 2012 4:13 pm keith.lamothe Note Added: 0027164
Jul 30, 2012 10:35 am tigersfan Relationship added child of 0009055
Jul 30, 2012 10:35 am tigersfan Relationship deleted child of 0009055
Jul 30, 2012 10:35 am tigersfan Relationship added has duplicate 0009055
Jul 30, 2012 11:01 pm keith.lamothe Internal Weight => New
Jul 30, 2012 11:01 pm keith.lamothe Note Added: 0027207
Jul 30, 2012 11:01 pm keith.lamothe Status assigned => resolved
Jul 30, 2012 11:01 pm keith.lamothe Fixed in Version => 5.051
Jul 30, 2012 11:01 pm keith.lamothe Resolution open => fixed
Apr 14, 2014 9:28 am Chris_McElligottPark Category Bug - Crash or Exception => Crash/Exception