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crash after level_load #457609
01/24/16 14:47
01/24/16 14:47
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Joined: Feb 2006
Posts: 1,011
Germany
Hey guys,

after having sporadic (very, very seldom) crashes after a level_load, I was able to get a savegame where I can reproduce the crash every time.

It's always the same level I load that crashes. I haven't had a crash with another level.

The strange thing is that this level only crashes when I load it from a certain other level. It's always those two and in this order.

If I load the level that crashes from any other level I don't have a crash at all.

The crash appears with the first wait(1) after the level_load.

Also strange is that the crash disappears once I remove a random entity in WED in the level where the crash appears ... it doesn't matter which entity I delete.

All levels are very, very small (every room in the mansion is a level).

Unfortunately I cannot use the SED debugger as its internal XML structure for the variables gets too big for a 32bit application and leads into a SED crash. I asked JCL about that a while ago, but it doesn't seem that we get a new debugger :-(

Does anybody had such an error before? I'm really getting mad after trying to solve this issue for a long time.

Any hint is appreciated.

Regards,
Pegamode.

Re: crash after level_load [Re: pegamode] #457610
01/24/16 14:52
01/24/16 14:52
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
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Hi!

I'm afraid that it could be a memory leak (if it doesn't crash when you remove a random entity etc).
Hopefully I'm wrong, cause it might be really hard trying to find it.. :<


My best wished and regards!


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Re: crash after level_load [Re: 3run] #457611
01/24/16 14:58
01/24/16 14:58
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Germany
Hi,

yes, that's what I think, too ... but I wonder why it just appears with those two levels.

We have more than 40 rooms / levels, but I never noticed a crash like that with other levels. I would expect that I get more crashes like this if it is a memory leak?!?

Any hints how to search for such a memory leak? Or is there a way to use another debugger with lite-c? As I mentioned I cannot use the SED debugger.

Re: crash after level_load [Re: pegamode] #457612
01/24/16 15:11
01/24/16 15:11
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Originally Posted By: pegamode
Hi,

yes, that's what I think, too ... but I wonder why it just appears with those two levels.

We have more than 40 rooms / levels, but I never noticed a crash like that with other levels. I would expect that I get more crashes like this if it is a memory leak?!?
Maybe you have used something unique (not used in other 38 rooms?) in those two levels, which might help you to find a bug (just a wild guess).
Originally Posted By: pegamode
Any hints how to search for such a memory leak? Or is there a way to use another debugger with lite-c? As I mentioned I cannot use the SED debugger.
I really wish I could help with an advice, but I never used any debugging tools. Let's wait till someone more experienced will give us an advice.


Best regards.


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Re: crash after level_load [Re: 3run] #457613
01/24/16 15:13
01/24/16 15:13
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Joined: Feb 2006
Posts: 1,011
Germany
I tried to break down the code by using "engine_gettaskinfo" to list all running functions before the level_load and after the level_load (right before the wait(1)), but it didn't help at all. None of the running functions seem to lead into that problem.

Re: crash after level_load [Re: pegamode] #457615
01/24/16 19:21
01/24/16 19:21
Joined: Feb 2012
Posts: 371
Dico Offline
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Dico  Offline
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Joined: Feb 2012
Posts: 371
If you get this crash from just one level that's mean the crash appear from your action code . To be sure just remove the actions from that level and test ,if the crash gone then you have to locate the problem from your script.

Re: crash after level_load [Re: Dico] #457616
01/24/16 19:51
01/24/16 19:51
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
pegamode@ I recommend you to make a little research on the forum (I'm pretty sure you already did, but you might missed something). F.e. Alibaba faced some troubles with crash as I remember (check topics that he created), f.e. take a look at this topic:
No Error just a crash?

I hope this might help. Best regards!


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Re: crash after level_load [Re: 3run] #457617
01/24/16 20:00
01/24/16 20:00
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Joined: Feb 2006
Posts: 1,011
Germany
@Dico:

I already removed all actions, but that didn't help. Also all actions write log messages at start, but there's nothing in the logfile. The engine crashes right after the level_load once it reaches the wait(1). If the bug were in the action scripts I guess the crash would appear every time and not just when the level is loaded from a specific one.

@3run:

Yes, I searched a lot on the forum, but none of the things I found helped. My first thought was a broken sprite or model, but I didn't find one yet.

But I'll do some more research on the forum.

Re: crash after level_load [Re: pegamode] #457619
01/24/16 20:27
01/24/16 20:27
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
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Ch40zzC0d3r  Offline
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I remember this.. uhh..
Did you end all functions which were running in created entities?
I used the PROC_GLOBAL state sometimes and then this shit happened.

Re: crash after level_load [Re: Ch40zzC0d3r] #457620
01/24/16 20:34
01/24/16 20:34
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Joined: Feb 2006
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At least I hope so :-)

I use PROC_GLOBAL a lot, but I also use variables like levelIsLoaded and levelIsReady to properly start and stop entity functions.

I also checked by using "engine_gettaskinfo" to list all running functions and there's none in the list that shouldn't run.
Unfortunately a started function is only listed by engine_gettaskinfo after the next wait(1), so the list might not be complete.

The thing is that I don't know if it is a function that was started right after the level_load that lead into the crash or if it is something in the level. And I wonder why it just happens in this combination of those two levels.

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