GZDoom 4.7.1: Address not mapped to object (signal 11)

Need help running G/Q/ZDoom/ECWolf/Zandronum/3DGE? Did your computer break? Ask here.

Moderator: GZDoom Developers

GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby louigi_verona » Tue Jan 25, 2022 9:07 am

Folks,

I can get gzdoom to reliably crash on a level. I was able to make it crash with monsters, but it doesn't seem to crash when no monsters are present. Additionally, I have previously played this level a lot on a different computer, using a much earlier version of gzdoom - and the crash did not occur.

The crash log:

Code: Select allExpand view
*** Fatal Error ***
Address not mapped to object (signal 11)
Address: 0x55d2b4d7f230

System: Linux louigi-ThinkPad-X1-Carbon-Gen-9 5.10.0-1057-oem #61-Ubuntu SMP Thu Jan 13 15:06:11 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux

GZDoom version g4.7.1 (107ff702423686414680d6458fea63a2647692c4)
Command line: /opt/gzdoom/gzdoom -iwad Documents/Doom/DOOM2.WAD -warp 04 -file Documents/Doom/owads/pillage.wad
Wad 0: gzdoom.pk3
Wad 1: game_support.pk3
Wad 2: DOOM2.WAD
Wad 3: game_widescreen_gfx.pk3
Wad 4: pillage.wad

Current map: MAP04

viewx = 4984.037638
viewy = 5798.118843
viewz = 4.727447
viewangle = 145.371094

Executing: gdb --quiet --batch --command=gdb-respfile-zeypwK


I suspect the crash log might not be very useful here, but I hope the insight that I wasn't able to make the level crash without monsters is useful.

Also, I tried both Hardware Accelerated video mode and Doom Software Renderer, but there was no difference, the crash occurred regardless of video settings. I also tried switching between Vulkan and OpenGL, but the crash occurred.

I did read about a bug regarding monster corpses. Wondering if this might have something to do with it?
louigi_verona
 
Joined: 25 Jan 2022
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby louigi_verona » Wed Jan 26, 2022 4:20 pm

I am now trying to test different versions. I tested the same map with version 4.7.0 and got the same crash with the same error. I will, however, note, that the error is fairly easily reproducible, but not always immediate. The crash happens in the very beginning of the level, but once I was able to beat the level with either 4.7.1 or 4.7.0 (I don't remember right now). However, I was then able to trigger the crash with both versions immediately.

Since I've played the same map on another laptop, I looked up the version on that older laptop and installed it. That version - 4.2.4 - so far works fine and I wasn't able to reproduce the crash.

Probably, the last thing to do to try to more or less exclude a possible driver/hardware problem is to try to install 4.7.1 on that other laptop (it runs Xubuntu 16.04) and see if I can reproduce the crash.

If there's anything I can do to offer a more helpful debug info, do let me know.
louigi_verona
 
Joined: 25 Jan 2022
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby _mental_ » Thu Jan 27, 2022 1:03 am

Install gdb to get a callstack.
_mental_
 
 
 
Joined: 07 Aug 2011

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby louigi_verona » Thu Jan 27, 2022 4:29 am

No problem to install gdb, but what should I do next to get a callstack, or will it happen automatically?
louigi_verona
 
Joined: 25 Jan 2022
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby drfrag » Thu Jan 27, 2022 7:21 am

You need to run the executable thru gdb and type bt when it crashes. Run gdb followed by the name of the executable in order to do it, type run inside gdb then bt. That AFAIR i'm not a regular linux user.
Last edited by drfrag on Thu Jan 27, 2022 7:25 am, edited 1 time in total.
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby _mental_ » Thu Jan 27, 2022 7:23 am

Run GZDoom as usual, and try to reproduce the crash again. Crash log should be extended with callstacks of all threads.
_mental_
 
 
 
Joined: 07 Aug 2011

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby drfrag » Thu Jan 27, 2022 7:25 am

Ah okay so it's automatic on linux it seems.
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby louigi_verona » Thu Jan 27, 2022 8:49 am

_mental_ wrote:Run GZDoom as usual, and try to reproduce the crash again. Crash log should be extended with callstacks of all threads.


Just checked. I had gdb installed all this time, but the crash log I posted in the original message was the only thing I got any time I got a crash.
louigi_verona
 
Joined: 25 Jan 2022
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby louigi_verona » Fri Jan 28, 2022 4:34 pm

Folks, any suggestions? I do have gdb installed, but it did not create any extended callstacks.
louigi_verona
 
Joined: 25 Jan 2022
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby Chris » Fri Jan 28, 2022 10:29 pm

I don't know why it's not making a stack trace if you have gdb installed. But alternatively if you have a more modern system with libdebuginfod1 and systemd-coredump installed and properly set up, then after a crash you can try running coredumpctl gdb. That should run gdb with the core dump of the last crashed application, and pull in the debug symbol packages for the libraries used. You can then run thread apply all bt full in gdb to get a full stack trace (which you can copy into a file and attach here, or put it in a code block in a spoiler).
User avatar
Chris
 
Joined: 17 Jul 2003
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby louigi_verona » Sun Jan 30, 2022 6:59 am

Is there an option to send someone who knows they can produce a callstack the map in question?
louigi_verona
 
Joined: 25 Jan 2022
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby drfrag » Sun Jan 30, 2022 8:19 am

Is it a public map or something you've developed yourself? Have you tried running "gdb ./gzdoom" and then "run -file pillage.wad" and "bt" inside gdb or something like that?
You'd need to take into account the path where the wads are of course, i see they are not in the same directory as gzdoom.
User avatar
drfrag
Os voy a romper a pedazos!
Vintage GZDoom Developer
 
Joined: 23 Apr 2004
Location: Spain
Discord: drfrag#3555
Github ID: drfrag666

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby louigi_verona » Sun Feb 06, 2022 5:18 am

It's a map generated by Oblige. I uploaded it here: https://louigiverona.com/files/var/pillage.wad

The problematic map is 04. The crash happens in the very first room, with lots of monsters and usually after you have killed a bunch of them.
louigi_verona
 
Joined: 25 Jan 2022
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)

Re: GZDoom 4.7.1: Address not mapped to object (signal 11)

Postby Ernest Sidgesag » Sat Apr 30, 2022 11:42 pm

I installed gdb and I got the extended crash message, how can I continue fixing the error?

Context: Same error, however it happens when I try to load a save on Pirate Doom.
Ernest Sidgesag
 


Return to Technical Issues

Who is online

Users browsing this forum: No registered users and 1 guest