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Segfault on gcw #302
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I see this bug exists in the Windows 0.5.6 release but I cannot reproduce it under Visual Studio in the current revision. Perhaps it's something exposed by GCC? I will try again later. |
I just quickly downloaded latest source and checked again, my previous On Fri, Sep 5, 2014 at 1:22 AM, Cong notifications@github.com wrote:
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Unfortunately I just can't reproduce this; I've tried OS X Xcode (clang), Mint 16 GCC and MinGW, in all cases the campaign (Markeroo/Hoppin' Flowers (hard) level 2 (password nsweef)) works fine and I can complete it without crashes. Could you please be very specific about how it can be reproduced? What video resolution, how many players did you play with etc. |
@DavidKnight247 here's one more thing you could try; run with the argument |
Video resolution 320x240x1, one player, default character (Jones), weapons I'd suggest if you cannot replicate I would be happy to dive in, I reckon On Fri, Sep 5, 2014 at 3:18 PM, Cong notifications@github.com wrote:
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Well I've finally gotten around to building and testing on GCW-Zero myself, and I cannot reproduce this. Given that this issue exists in 0.5.6 but also fails to reproduce on Windows in recent revisions, I think this must have been accidentally fixed some time since. |
Great! On Wed, Oct 29, 2014 at 11:28 AM, Cong notifications@github.com wrote:
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I would lke to get cdogs to a state where it can be placed on the official gcw repository. In order for this to happen, it must be crash free ;)
I have noticed that at least on the gcw the game occasionally crashes during campaigns seemingly when there are a lot of actors and/or objects present and when you are in an open area.
It is particularly a problem in Markeroo/Hoppin' Flowers level 2 (password nsweef) where it crashes consistently within 10 seconds or so. Counting the red/green arrows at this time there are 3 actors on screen and 17 off screen identified by their arrows, 7 green and the rest red.
I ran top from the console. Cpu and mem usage appears normal just before a crash (around 50-95% and 22% respectively).
It also occurs less often on the first mission, I have attempted to play the same mission on the windows build and it crashes within seconds so it may be a common bug not related to the gcw platform.
gdb output:
Starting program: /media/data/local/home/cdogsbuilds/cdogsdebugbuild/cdogs-sdl --debug=2
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/libthread_db.so.1".
Program received signal SIGSEGV, Segmentation fault.
0x0042cf08 in ActorAdd (c=0x80000, p=0x0)
at /home/david/cdogs-sdl/src/cdogs/actors.c:1094
1094 /home/david/cdogs-sdl/src/cdogs/actors.c: No such file or directory.
#0 0x0042cf08 in ActorAdd (c=0x80000, p=0x0)
#1 0x00430654 in CommandBadGuys (ticks=1)
#2 0x00419834 in RunGameUpdate (data=0x7fcc8c04)
#3 0x0045d9d4 in GameLoop (data=0x7fcc8de0)
#4 0x004191d8 in RunGame (m=0x55e894 , map=0x55f01c )
#5 0x00414094 in Game (graphics=0x55efc0 ,
#6 0x00414570 in Campaign (graphics=0x55efc0 ,
#7 0x00414c50 in MainLoop (creditsDisplayer=0x7fcc9064, campaigns=0x7fcc9084)
#8 0x004161e4 in main (argc=2, argv=0x7fccd294)
[Current thread is 1 (Thread 0x77661000 (LWP 652))]
[New Thread 0x75bde500 (LWP 657)]
[New Thread 0x7646f500 (LWP 656)]
[New Thread 0x770e6500 (LWP 655)]
Id Target Id Frame
4 Thread 0x770e6500 (LWP 655) "cdogs-sdl" 0x7747e750 in nanosleep ()
from /lib/libc.so.0
3 Thread 0x7646f500 (LWP 656) "cdogs-sdl" 0x7747e750 in nanosleep ()
from /lib/libc.so.0
2 Thread 0x75bde500 (LWP 657) "cdogs-sdl" 0x775b4ac8 in pthread_cond_wait
() from /lib/libpthread.so.0
1 Thread 0x77661000 (LWP 652) "cdogs-sdl" 0x0042cf08 in ActorAdd (
c=0x80000, p=0x0) at /home/david/cdogs-sdl/src/cdogs/actors.c:1094
[Switching to thread 1 (Thread 0x77661000 (LWP 652))]
#0 0x0042cf08 in ActorAdd (c=0x80000, p=0x0)
at /home/david/cdogs-sdl/src/cdogs/actors.c:1094
1094 in /home/david/cdogs-sdl/src/cdogs/actors.c
A debugging session is active.
Inferior 1 [process 652] will be killed.
Quit anyway? (y or n)
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