Crash ( test build (build 2022-01-04.0a71f9c) )
Moderator: Oberlus
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Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Crash ( test build (build 2022-01-04.0a71f9c) )
Vezzra's windows build.
test build (build 2022-01-04.0a71f9c)
Steps to produce:
Start a game
Wait a couple of minutes
Game exits to desktop
If I'm doing something while it happens game will freeze up and become non-responsive
test build (build 2022-01-04.0a71f9c)
Steps to produce:
Start a game
Wait a couple of minutes
Game exits to desktop
If I'm doing something while it happens game will freeze up and become non-responsive
- Attachments
-
- freeorion.zip
- (15.03 KiB) Downloaded 47 times
Last edited by wobbly on Thu Jan 06, 2022 4:16 am, edited 1 time in total.
- Geoff the Medio
- Programming, Design, Admin
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- Location: Munich
Re: Crash ( test build (build 2022-01-04.0a71f9c) )
I'm not able to reproduce this. Maybe there is something interesting at the end of one of the log files after it happens?
Re: Crash ( test build (build 2022-01-04.0a71f9c) )
Code: Select all
02:33:30.348031 {0x00000b30} [debug] FSM : serverfsm.cpp:305 : ServerFSM::HandleNonLobbyDisconnection : Lost connection to player #1, named "Human_Player".
02:33:30.348031 {0x00000b30} [warn] FSM : serverfsm.cpp:335 : Player #1, named "Human_Player"quit before empire was eliminated.
02:33:30.348031 {0x00000b30} [debug] python : <string>:3 : Python current directory set to C:\Program Files (x86)\FreeOrion\default\python\chat
02:33:30.348031 {0x00000b30} [info] python : chat.py:41 : Chat : [[PLAYER_LEFT_GAME,Human_Player]] (255, 255, 255, 255)
02:33:30.348031 {0x00000b30} [error] FSM : serverfsm.cpp:393 : Too high unconnected human player 1 expected 1; server terminating.
02:33:30.348031 {0x00000b30} [error] FSM : serverfsm.cpp:402 : Unable to recover server terminating.
02:33:30.348031 {0x00000b30} [debug] FSM : serverfsm.cpp:3080 : WaitingForTurnEnd time: 141 s
02:33:30.348031 {0x00000b30} [debug] FSM : serverfsm.cpp:2565 : PlayingGame time: 141 s
02:33:30.348031 {0x00000b30} [debug] FSM : serverfsm.cpp:3506 : ShuttingDownServer informing AIs game is ending
02:33:30.348031 {0x00000b30} [debug] FSM : serverfsm.cpp:3519 : ShuttingDownServer expecting 6 AIs to ACK shutdown.
02:33:30.373513 {0x00000b30} [debug] FSM : serverfsm.cpp:3540 : Shutdown ACK received for AI 4
02:33:30.373513 {0x00000b30} [debug] FSM : serverfsm.cpp:3540 : Shutdown ACK received for AI 7
02:33:30.373513 {0x00000b30} [debug] FSM : serverfsm.cpp:3540 : Shutdown ACK received for AI 6
02:33:30.373513 {0x00000b30} [debug] FSM : serverfsm.cpp:3540 : Shutdown ACK received for AI 3
02:33:30.373513 {0x00000b30} [debug] FSM : serverfsm.cpp:3540 : Shutdown ACK received for AI 2
02:33:30.373513 {0x00000b30} [error] FSM : serverfsm.cpp:286 : A PlayerChat event was not handled by any of these states : [struct ShuttingDownServer]. It is being ignored.
02:33:30.373513 {0x00000b30} [debug] FSM : serverfsm.cpp:3540 : Shutdown ACK received for AI 5
02:33:30.373513 {0x00000b30} [debug] FSM : serverfsm.cpp:3574 : All 6 AIs acknowledged shutdown request.
02:33:30.373513 {0x00000b30} [debug] server : serverapp.cpp:153 : ServerApp::~ServerApp
02:33:30.373513 {0x00000b30} [debug] server : serverapp.cpp:160 : Server exited cleanly.
02:33:30.373513 {0x00000b30} [debug] server : pythonbase.cpp:99 : Cleaned up FreeOrion Python interface
02:33:30.389139 {0x00000b30} [error] network : servernetworking.cpp:208 : PlayerConnection::~PlayerConnection: shutdown error #10009 "The file handle supplied is not valid" for player id 5
02:33:30.389139 {0x00000b30} [debug] server : dmain.cpp:124 : freeorion server main exited cleanly.
- Attachments
-
- freeorion.zip
- (15.03 KiB) Downloaded 51 times
Re: Crash ( test build (build 2022-01-04.0a71f9c) )
Tested with firefox closed and it seems to take longer to occur but still exits. Hard drive has plenty of space and I'm not seeing a spike in memory or cpu usage.
- Geoff the Medio
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- Location: Munich
Re: Crash ( test build (build 2022-01-04.0a71f9c) )
Those logs have inconsistent timestamps (02:33:30 for server and 02:38:26 for the client). Was the client exit when you were just on the intro screen, not in a game? But the server log from a previous sudden exit while in a game?
Was the FreeOrion window visible and had input focus or was it in the background while you did other stuff?
Can you try with more logging enabled?
Was the FreeOrion window visible and had input focus or was it in the background while you did other stuff?
Can you try with more logging enabled?
Re: Crash ( test build (build 2022-01-04.0a71f9c) )
fresh install. Run freeorion (at 21:03). Changed logging options to match your screenshot. Single players (all default settings). Left it running with window visible and focused.
Log is over a million lines. I had to split the zip and then rename the extention (.001.zip instead of .zip.001) for the forum to accept it
Log is over a million lines. I had to split the zip and then rename the extention (.001.zip instead of .zip.001) for the forum to accept it
- Attachments
-
- freeorion.002.zip
- (1.9 MiB) Downloaded 59 times
-
- freeorion.001.zip
- (4 MiB) Downloaded 51 times
- Geoff the Medio
- Programming, Design, Admin
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- Location: Munich
Re: Crash ( test build (build 2022-01-04.0a71f9c) )
The client log ends at 21:04:45 and the server log has a line at 21:04:45 and then nothing until 21:08:55 when it loses the connection to player #1:
I wonder if your network driver has some sort of timout that's disconnecting after too much idle time?
Could you try sending a chat message every 1 min or so, and see if that keeps it from disconnecting? Or just ending turn every min or so?
Code: Select all
21:04:45.508079 {0x000025d0} [debug] server : serverapp.cpp:2186 : ... have orders from empire id: 7
21:08:55.334955 {0x000025d0} [trace] network : servernetworking.cpp:870 : ServerNetworking::DisconnectImpl : disconnecting player 1
21:08:55.334955 {0x000025d0} [debug] FSM : serverfsm.cpp:305 : ServerFSM::HandleNonLobbyDisconnection : Lost connection to player #1, named "Human_Player".
21:08:55.335951 {0x000025d0} [warn] FSM : serverfsm.cpp:335 : Player #1, named "Human_Player"quit before empire was eliminated.
Could you try sending a chat message every 1 min or so, and see if that keeps it from disconnecting? Or just ending turn every min or so?
Re: Crash ( test build (build 2022-01-04.0a71f9c) )
Neither of these workedGeoff the Medio wrote: ↑Thu Jan 06, 2022 11:09 am Could you try sending a chat message every 1 min or so, and see if that keeps it from disconnecting? Or just ending turn every min or so?
- Geoff the Medio
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Re: Crash ( test build (build 2022-01-04.0a71f9c) )
I'll try adding more logging detail, but I'm not sure what else to try or test with the latest version.
You could try some older test releases to see if there is one in particular where it starts happening...
You could try some older test releases to see if there is one in particular where it starts happening...
Re: Crash ( test build (build 2022-01-04.0a71f9c) )
The previous test release worked for me. I can probably narrow it down to the commit if that would be helpful? Is that just "browse the repository at this point in the history", download, compile? I'll have to wait till I have more time.Geoff the Medio wrote: ↑Thu Jan 06, 2022 12:10 pm I'll try adding more logging detail, but I'm not sure what else to try or test with the latest version.
You could try some older test releases to see if there is one in particular where it starts happening...
- Geoff the Medio
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Re: Crash ( test build (build 2022-01-04.0a71f9c) )
yes.
If you don't want to use git to jump between different commits quickly, then that would be a plausible workaround.Is that just "browse the repository at this point in the history", download, compile? I'll have to wait till I have more time.
Re: Crash ( test build (build 2022-01-04.0a71f9c) )
yes, also you can git reset --hard to a specific revision.
And also helpful but maybe a bit confusing at the beginning there is support for bisection in git:
a way to take the middle between two commits and can check if it is working and dependending on that take either the newer or the older half as input for the next bisection step until you found the last working version.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Crash ( test build (build 2022-01-04.0a71f9c) )
[build 2021-12-31.63157c7] MSVC 2022 - working (at least based on a 20 minute test)
[cdad629] - crashes
I can test the builds in between when I have more time, I think I've had enough of endlessly compiling FO for 1 day.
[cdad629] - crashes
I can test the builds in between when I have more time, I think I've had enough of endlessly compiling FO for 1 day.
Re: Crash ( test build (build 2022-01-04.0a71f9c) )
based on the behaviour (no interaction with the game) i guess the follwing commit could be the culprit?
is this already bad?:
commit fb38731469610571e01bbda674bad396be797bc5
-de-pointerize RenderCache
-don't redundantly create RenderState objects when one was passed into Font::PreRenderText
and this one still good?
commit ff62820ae17d425b7e9fabd25981333f500b3db5
reserve slightly more space in vertex buffer, which was often one smaller than required
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Crash ( test build (build 2022-01-04.0a71f9c) )
Yes this is correct.Ophiuchus wrote: ↑Sun Jan 09, 2022 10:02 pm based on the behaviour (no interaction with the game) i guess the follwing commit could be the culprit?
is this already bad?:
commit fb38731469610571e01bbda674bad396be797bc5
-de-pointerize RenderCache
-don't redundantly create RenderState objects when one was passed into Font::PreRenderText
and this one still good?
commit ff62820ae17d425b7e9fabd25981333f500b3db5
reserve slightly more space in vertex buffer, which was often one smaller than required