Random crashes

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SaveTheDoomer
Posts: 149
Joined: Sun Apr 11, 2021 4:20 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Random crashes

Post by SaveTheDoomer »

Here is a better save. Just push the button in front of you, then exit the door behind using the switch on the right. Then turn right and go downside. KIling the zombies with the napalm always crashes the game.
https://www.mediafire.com/file/x6yf8ate ... dsave/file

Core dump
https://www.mediafire.com/file/ay1211vm ... mp.7z/file
Executable
https://www.mediafire.com/file/6i5t924e ... /raze/file
_mental_
 
 
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Re: Random crashes

Post by _mental_ »

It crashes pretty often indeed. I don't know what's going on there, Graf (or maybe someone else) should take a look at this.
SaveTheDoomer
Posts: 149
Joined: Sun Apr 11, 2021 4:20 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Random crashes

Post by SaveTheDoomer »

Tried the savegame with Win10 with latest drd team build. The game doesn't crash. At this point i think that is a linux-exclusive bug :geek:
_mental_
 
 
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Re: Random crashes

Post by _mental_ »

No, I reproduced this crash on Windows with debug build.
SaveTheDoomer
Posts: 149
Joined: Sun Apr 11, 2021 4:20 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Random crashes

Post by SaveTheDoomer »

Ah, ok. This seems a nasty bug then. The good part is that it happens at the end of a cumbersome and frustrating level :x
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49143
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Location: Germany

Re: Random crashes

Post by Graf Zahl »

Classic Build shit. It accessed a sprite that was already deleted but still had a stale reference.
As a result a bogus sector number ended in the clip list.
SaveTheDoomer
Posts: 149
Joined: Sun Apr 11, 2021 4:20 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Random crashes

Post by SaveTheDoomer »

Nothing to do, it still crashes... :(

Process 15684 stopped
* thread #1, name = 'raze', stop reason = signal SIGSEGV: invalid address (fault address: 0x5555611e9000)
frame #0: 0x00005555558e80c4 raze`getzrange(vec3_t const*, short, int*, int*, int*, int*, int, unsigned int) + 436
raze`getzrange:
-> 0x5555558e80c4 <+436>: movswq (%rax,%rbx,2), %rax
0x5555558e80c9 <+441>: leaq (%rax,%rax,2), %rcx
0x5555558e80cd <+445>: leaq (%rax,%rcx,4), %rax
0x5555558e80d1 <+449>: leaq (%rbp,%rax,4), %rcx
(lldb) bt
* thread #1, name = 'raze', stop reason = signal SIGSEGV: invalid address (fault address: 0x5555611e9000)
* frame #0: 0x00005555558e80c4 raze`getzrange(vec3_t const*, short, int*, int*, int*, int*, int, unsigned int) + 436
frame #1: 0x0000555555c8f2fb raze`Blood::GetZRange(spritetype*, int*, int*, int*, int*, int, unsigned int, unsigned int) + 459
frame #2: 0x0000555555cef42f raze`Blood::MoveThing(spritetype*) + 751
frame #3: 0x0000555555d0eb20 raze`Blood::actProcessSprites() + 1072
frame #4: 0x0000555555d11410 raze`Blood::GameInterface::Ticker() + 464
frame #5: 0x0000555555925492 raze`TryRunTics() + 3106
frame #6: 0x00005555559254dd raze`MainLoop() + 45
frame #7: 0x000055555592b726 raze`RunGame() + 5158
frame #8: 0x000055555592c964 raze`GameMain() + 308
frame #9: 0x0000555555759124 raze`main + 260
frame #10: 0x00007ffff6988b25 libc.so.6`__libc_start_main + 213
frame #11: 0x000055555576d7be raze`_start + 46
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Graf Zahl
Lead GZDoom+Raze Developer
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Posts: 49143
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Location: Germany

Re: Random crashes

Post by Graf Zahl »

That's something different than the crash I got.
SaveTheDoomer
Posts: 149
Joined: Sun Apr 11, 2021 4:20 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Random crashes

Post by SaveTheDoomer »

I don't know, it seems the same thing that i posted earlier... except that i forgot the first part and just posted the bt, sorry...
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Graf Zahl
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Lead GZDoom+Raze Developer
Posts: 49143
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Location: Germany

Re: Random crashes

Post by Graf Zahl »

Yes, your two crashes are the same, but I got a different one. I think they are caused by the same thing but I cannot fix this one unless I get it reproduced on my system.
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Redneckerz
Spotlight Team
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Graphics Processor: Intel (Modern GZDoom)

Re: Random crashes

Post by Redneckerz »

sinisterseed wrote: Judging by their profile OP uses Linux.
Perhaps it was edited because i did read a Windows reference in one of the earlier posts.
SaveTheDoomer wrote: I tried to upload the coredump, but i was told it's useless. At that point, i got frustrated with the whole thing and i decided to give up.
Rick Astley would tell you otherwise, so i am glad you stuck around with new info :)
SaveTheDoomer
Posts: 149
Joined: Sun Apr 11, 2021 4:20 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Random crashes

Post by SaveTheDoomer »

Rick Astley would tell you otherwise, so i am glad you stuck around with new info :)
:D :D
Unfortunately, the bug is still there...
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mjr4077au
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Location: Gosford NSW, Australia

Re: Random crashes

Post by mjr4077au »

@SaveTheDoomer, any chance you could test this against the latest devbuild to see if its still an ongoing issue? There's been lots of changes in the last two months :)

https://devbuilds.drdteam.org/raze/
SaveTheDoomer
Posts: 149
Joined: Sun Apr 11, 2021 4:20 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Random crashes

Post by SaveTheDoomer »

Sorry for the late reply, but i didn't play a lot recently :D Anyway, i just tried to play the mod again using the latest git, but i still get the same segfault ... i tried to ask for help on the manjaro forum too, but they said to report the bug to the devs, so i'm back to the beginning...
Anyway, you can close the topic, i think that it's probably some obscure bug related to some library, who knows... i don't think that it will ever be fixed.
SaveTheDoomer
Posts: 149
Joined: Sun Apr 11, 2021 4:20 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Random crashes

Post by SaveTheDoomer »

Just for fun, i re-tried with 1.1.0pre-663 with lldb and got this, it is slightly different from before :

Process 12428 stopped
* thread #1, name = 'raze', stop reason = signal SIGSEGV: invalid address (fault address: 0x555560413000)
frame #0: 0x00005555558fc72c raze`getzrange(vec3_t const*, short, int*, int*, int*, int*, int, unsigned int) + 396
raze`getzrange:
-> 0x5555558fc72c <+396>: movswq (%rax,%rdi,2), %rcx
0x5555558fc731 <+401>: movq 0x28(%rsp), %rdi
0x5555558fc736 <+406>: movq %rcx, %rax
0x5555558fc739 <+409>: shlq $0x4, %rax
(lldb) bt
* thread #1, name = 'raze', stop reason = signal SIGSEGV: invalid address (fault address: 0x555560413000)
* frame #0: 0x00005555558fc72c raze`getzrange(vec3_t const*, short, int*, int*, int*, int*, int, unsigned int) + 396
frame #1: 0x0000555555cd9a44 raze`Blood::GetZRange(spritetype*, int*, int*, int*, int*, int, unsigned int, unsigned int) + 468
frame #2: 0x0000555555d63d86 raze`Blood::MoveDude(Blood::DBloodActor*) + 4742
frame #3: 0x0000555555d69fd1 raze`Blood::actProcessSprites() + 2561
frame #4: 0x0000555555d6d043 raze`Blood::GameInterface::Ticker() + 499
frame #5: 0x00005555559254f5 raze`TryRunTics() + 3461
frame #6: 0x000055555592556d raze`MainLoop() + 77
frame #7: 0x000055555592c35e raze`RunGame() + 7006
frame #8: 0x000055555592d600 raze`GameMain() + 336
frame #9: 0x000055555576e063 raze`main + 259
frame #10: 0x00007ffff68fbb25 libc.so.6`__libc_start_main + 213
frame #11: 0x0000555555782d0e raze`_start + 46

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