project-navigation
Personal tools

Author Topic: Intro cinematic crash when clicked  (Read 6770 times)

Offline RaXaR

  • Rookie
  • ***
  • Posts: 70
    • View Profile
Intro cinematic crash when clicked
« on: July 04, 2011, 09:29:17 pm »
Version:
    UFO:AI 2.4-dev
    http://ufoai.ninex.info/snapshots/
System:
    Windows 7 64bit
    Intel Q9450 Quad
    ATI Radeon HD 4800 Series
    4GB RAM
How:
    Deleted /appdata/UFOAI/ folder
    Installed game to c:\games\UFOAI-2.4-dev
    Click on the intro movie/cinematic and then the game hanged.
Console.log:
   http://www.mediafire.com/?dilyebicrnil159

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Intro cinematic crash when clicked
« Reply #1 on: July 04, 2011, 09:34:49 pm »
this does not happen on my linux box

and here is hte ufoconsole.log of RaXaR on pastebin

Offline RaXaR

  • Rookie
  • ***
  • Posts: 70
    • View Profile
Re: Intro cinematic crash when clicked
« Reply #2 on: July 04, 2011, 09:44:33 pm »
Launching the game a second time works fine (basically when it bypasses the cinematic)

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: Intro cinematic crash when clicked
« Reply #3 on: July 04, 2011, 11:17:46 pm »
You can also simply attach the ufoconsole.log to your posts as you also can do with many other files... (limit:4 files, 1024Kb per post)

Offline jerikojerk

  • Squad Leader
  • ****
  • Posts: 149
    • View Profile
Re: Intro cinematic crash when clicked
« Reply #4 on: July 09, 2011, 07:38:08 pm »
i also face such bug... as i was i fullscreen on windows... i almost lost my session.

Offline Destructavator

  • Combination Multiple Specialty Developer
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1908
  • Creater of Scorchcrafter, knows the zarakites...
    • View Profile
Re: Intro cinematic crash when clicked
« Reply #5 on: July 10, 2011, 10:10:55 am »
On my windows machine I also have this issue.

I think I may know where at least part of the problem is:

Back when we included the Xvid codec library in the dependencies to compile the game, I remember that version of Xvid had some issues - I've been following development of Xvid a little for at least a couple of years now - and shortly after we included what was then the current Xvid code in the packages used for Windows the Xvid team released a new bugfix version that fixed various issues including ones that would cause crashing and other unstable behavior.

I don't think we ever updated the code we used with the newer version after it became available, so that on Windows we were still building with an unstable and buggy library.

Mattn probably doesn't have the issue on Linux because many Linux distros grab updates to development libraries and other resources used to compile software - I know at least Debian and all the *buntu versions do this.

By comparison, Windows only gets updates natively from Microsoft, which only provides updates for the OS itself, other MS products (Office, Powerpoint, Visual Studio, etc.) and sometimes drivers that are approved by Microsoft (which are typically out-of-date).

Third-party stuff such as Xvid, OGG codecs, etc., and especially any open-source stuff and other libraries, even MinGW, do NOT get automatically updated with Windows Update.  If Microsoft has nothing to do with it, it must be updated by hand, meaning checking the website of a library development team and downloading a new version when one comes out.

Linux can update nearly all of its components via an automatic updater, Window doesn't, and this is a sucky drawback to Windows.

I have a feeling that the Windows libraries used to build the Windows version are still using dated versions of libraries, while the Linux users are able to easily compile and build with the latest versions thanks to their periodic updates.  This may include the old, buggy, and unstable Xvid codec library (which has been updated to new versions several times since when we first included it in the game).

Offline Muton

  • Sergeant
  • *****
  • Posts: 496
    • View Profile
Re: Intro cinematic crash when clicked
« Reply #6 on: July 10, 2011, 11:13:10 am »
No such problem with my build (uploaded today)

I dont think xvid was/is the problem
because its not used to playback the intro.

I can remember such a problem some time ago (month)
but lost the track because its a "one time" error.
I've done only a SDL update (alt+tab fix) maybe thats the reason why its working now.

Easy testing:
I dont store my builds anymore, and im low on time ....
http://ufoai.ninex.info/forum/index.php?topic=2830.msg48196#msg48196
Just install the full installer, than try to reproduce the bug
If this error occur, use the update and retry

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Intro cinematic crash when clicked
« Reply #7 on: July 10, 2011, 10:36:51 pm »
We have up-to-Date versions of the libs for our nightly builds with mingw-Cross-env

Offline Muton

  • Sergeant
  • *****
  • Posts: 496
    • View Profile
Re: Intro cinematic crash when clicked
« Reply #8 on: July 18, 2011, 08:50:19 pm »
I'm able to reproduce this bug
Its not a SDL issue
more likely another thread-bug?!

May i suggest a -vvv option to log everything in ufoconsole.log?

Code: (C::B) [Select]
breakpoints
src/client/cgame/cgame.h line 136
void (IMPORT *NET_OOB_Printf) (struct net_stream *s, const char *format, ...) __attribute__((format(printf,2,3)));

Code: (windbg) [Select]
(580.590): Break instruction exception - code 80000003 (first chance)
eax=00000000 ebx=00000000 ecx=00000101 edx=ffffffff esi=00000000 edi=00000000
eip=7789193c esp=1c37ffa8 ebp=1c37ffb4 iopl=0         nv up ei ng nz na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=0038  gs=0000             efl=00000286
*** ERROR: Symbol file could not be found.  Defaulted to export symbols for C:\WINNT\system32\ntdll.dll -
ntdll!DbgBreakPoint:
7789193c cc              int     3
0:007> p
eax=00000000 ebx=00000000 ecx=00000101 edx=ffffffff esi=00000000 edi=00000000
eip=7789193d esp=1c37ffa8 ebp=1c37ffb4 iopl=0         nv up ei ng nz na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=0038  gs=0000             efl=00000286
ntdll!DbgBreakPoint+0x1:
7789193d c3              ret
0:007> p
eax=00000000 ebx=00000000 ecx=00000101 edx=ffffffff esi=00000000 edi=00000000
eip=77e7fecd esp=1c37ffac ebp=1c37ffb4 iopl=0         nv up ei ng nz na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=0038  gs=0000             efl=00000286
KERNEL32!DebugActiveProcess+0x1de:
77e7fecd 397508          cmp     dword ptr [ebp+8],esi ss:0023:1c37ffbc=00000000
0:007> p
eax=00000000 ebx=00000000 ecx=00000101 edx=ffffffff esi=00000000 edi=00000000
eip=77e7fed0 esp=1c37ffac ebp=1c37ffb4 iopl=0         nv up ei pl zr na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=0038  gs=0000             efl=00000246
KERNEL32!DebugActiveProcess+0x1e1:
77e7fed0 56              push    esi
0:007> p
eax=00000000 ebx=00000000 ecx=00000101 edx=ffffffff esi=00000000 edi=00000000
eip=77e7fed1 esp=1c37ffa8 ebp=1c37ffb4 iopl=0         nv up ei pl zr na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=0038  gs=0000             efl=00000246
KERNEL32!DebugActiveProcess+0x1e2:
77e7fed1 7507            jne     KERNEL32!DebugActiveProcess+0x1eb (77e7feda) [br=0]
0:007> p
eax=00000000 ebx=00000000 ecx=00000101 edx=ffffffff esi=00000000 edi=00000000
eip=77e7fed3 esp=1c37ffa8 ebp=1c37ffb4 iopl=0         nv up ei pl zr na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=0038  gs=0000             efl=00000246
KERNEL32!DebugActiveProcess+0x1e4:
77e7fed3 e883bb0100      call    KERNEL32!ExitThread (77e9ba5b)
0:007> p
WARNING: Step/trace thread exited
eax=00000000 ebx=00000000 ecx=00000101 edx=00000000 esi=00000000 edi=00000000
eip=77888e87 esp=7ffd708c ebp=7ffd709c iopl=0         nv up ei pl zr na pe nc
cs=001b  ss=0023  ds=0023  es=0023  fs=0038  gs=0000             efl=00000246
ntdll!NtTerminateThread+0xb:
77888e87 c20800          ret     8
0:007> p

Code: (gdb) [Select]
(gdb) thread apply all backtrace

Thread 8 (Thread 1384.0x4a8):
#0  0x7789193d in ntdll!DbgUiConnectToDbg () from C:\WINNT\system32\ntdll.dll
#1  0x77e7fecd in KERNEL32!DebugActiveProcess () from C:\WINNT\system32\kernel32.dll
#2  0x77e7b3bc in lstrcmpiW () from C:\WINNT\system32\kernel32.dll
#3  0x00000000 in ?? ()

Thread 7 (Thread 1384.0x54c):
#0  0x77e485c7 in USER32!GetMenuItemRect () from C:\WINNT\system32\USER32.DLL
#1  0x77e0698f in USER32!GetMessageA () from C:\WINNT\system32\USER32.DLL
#2  0x77545c36 in midiOutGetVolume () from C:\WINNT\system32\winmm.dll
#3  0x00000000 in ?? ()

Thread 6 (Thread 1384.0x518):
#0  0x778883a3 in ntdll!ZwDelayExecution () from C:\WINNT\system32\ntdll.dll
#1  0x77e9a301 in SleepEx () from C:\WINNT\system32\kernel32.dll
#2  0x77e9a2cc in Sleep () from C:\WINNT\system32\kernel32.dll
#3  0x0000000a in ?? ()
#4  0x00000000 in ?? ()

Thread 5 (Thread 1384.0x584):
#0  0x77888f03 in ntdll!ZwWaitForMultipleObjects () from C:\WINNT\system32\ntdll.dll
#1  0x77e9a26d in WaitForMultipleObjectsEx () from C:\WINNT\system32\kernel32.dll
#2  0x77e9a180 in WaitForMultipleObjects () from C:\WINNT\system32\kernel32.dll
#3  0x12adfe08 in ?? ()
#4  0x510c2e51 in DirectSoundCreate () from C:\WINNT\system32\dsound.dll
#5  0x510a2329 in ?? () from C:\WINNT\system32\dsound.dll
#6  0x77e7b3bc in lstrcmpiW () from C:\WINNT\system32\kernel32.dll
#7  0x00255558 in ?? ()
#8  0x00000000 in ?? ()

Thread 4 (Thread 1384.0x578):
#0  0x77888f03 in ntdll!ZwWaitForMultipleObjects () from C:\WINNT\system32\ntdll.dll
#1  0x77e9a26d in WaitForMultipleObjectsEx () from C:\WINNT\system32\kernel32.dll
#2  0x77e9a180 in WaitForMultipleObjects () from C:\WINNT\system32\kernel32.dll
#3  0x0023e4b0 in ?? ()
#4  0x510c2e51 in DirectSoundCreate () from C:\WINNT\system32\dsound.dll
#5  0x510c362b in DirectSoundCreate () from C:\WINNT\system32\dsound.dll
#6  0x510c30c4 in DirectSoundCreate () from C:\WINNT\system32\dsound.dll
#7  0x77e7b3bc in lstrcmpiW () from C:\WINNT\system32\kernel32.dll
#8  0x00000000 in ?? ()

Thread 3 (Thread 1384.0x314):
#0  0x77888f03 in ntdll!ZwWaitForMultipleObjects () from C:\WINNT\system32\ntdll.dll
#1  0x77e9a26d in WaitForMultipleObjectsEx () from C:\WINNT\system32\kernel32.dll
#2  0x77e9a180 in WaitForMultipleObjects () from C:\WINNT\system32\kernel32.dll
#3  0x126dff48 in ?? ()
#4  0x77e7b3bc in lstrcmpiW () from C:\WINNT\system32\kernel32.dll
#5  0x00232758 in ?? ()
#6  0x00000000 in ?? ()

Thread 2 (Thread 1384.0x570):
#0  0x77888f03 in ntdll!ZwWaitForMultipleObjects () from C:\WINNT\system32\ntdll.dll
#1  0x77e9a26d in WaitForMultipleObjectsEx () from C:\WINNT\system32\kernel32.dll
#2  0x77e0e9db in USER32!MsgWaitForMultipleObjectsEx () from C:\WINNT\system32\USER32.DLL
#3  0x77e0ea28 in USER32!MsgWaitForMultipleObjects () from C:\WINNT\system32\USER32.DLL
#4  0x69ad167c in nvoglnt!DllMain () from C:\WINNT\system32\nvoglnt.dll
#5  0x00000000 in ?? ()

Thread 1 (Thread 1384.0x444):
#0  0x77888f13 in ntdll!ZwWaitForSingleObject () from C:\WINNT\system32\ntdll.dll
#1  0x77e9a0a2 in WaitForSingleObjectEx () from C:\WINNT\system32\kernel32.dll
#2  0x77e7b40f in WaitForSingleObject () from C:\WINNT\system32\kernel32.dll
#3  0x000001e8 in ?? ()
#4  0xffffffff in ?? ()
#5  0x00000000 in ?? ()