Debugging doesn't work!
by Stefan Lundmark · in Torque Game Engine · 05/03/2004 (9:23 am) · 9 replies
Getting very sick & tired of the same Windows Crash dialog for 3 days now, so I'm going to post. Yes, this is a complaint - in fact, I can't see why the debug version of TGE cannot show this.
I was playing around (again) with some of the spawn code in the game, and suddenly when I was going to try it, when loading the mission.. it crashes!
On the client, the last thing that happends is that it sends MissionStartPhaseAck1 to the server which maps it to index 0.
Then, CRASH. I don't even think it sends the datablocks because the traffic is pretty much like none.
Tried this with a local listen server, and it works great.
The debugger says absolutely nothing about the error, the console says as above - and I don't know where to turn!
Even tried taking my old backups back to restore the spawncode, but it doesn't help.
I was playing around (again) with some of the spawn code in the game, and suddenly when I was going to try it, when loading the mission.. it crashes!
On the client, the last thing that happends is that it sends MissionStartPhaseAck1 to the server which maps it to index 0.
Then, CRASH. I don't even think it sends the datablocks because the traffic is pretty much like none.
Tried this with a local listen server, and it works great.
The debugger says absolutely nothing about the error, the console says as above - and I don't know where to turn!
Even tried taking my old backups back to restore the spawncode, but it doesn't help.
Mapping string: MissionStartPhase1 to index: 8 ... Shape with old version.
About the author
#2
05/03/2004 (11:57 am)
Correct sir. The crash dialog doesn't come up at all with the debug version, it just hangs and sits there in DownloadPhase02 instead, then times out.
#3
How can there be such a signifiant difference between the two? I can't see how this is possible at all. Here's the log.
The two errors that I can see are the Corona texture's missing, and the "could not locate texture" message which doesnt make sense.
These have however been there before the crash came. Also, the fatal error with guiscroll is not happening at all with the release version.
05/03/2004 (12:05 pm)
Aw come on Torque.. I retried but instead of running a Debug Server I ran a normal server, now - the client replication phase is finished and everything. Phase 3 too!How can there be such a signifiant difference between the two? I can't see how this is possible at all. Here's the log.
Sending request for file data/sound/footstep_soft.ogg
Could not locate texture:
Sending request for file data/sound/footstep_water.wav
Sending request for file data/sound/footstep_water.ogg
Sending request for file data/sound/footstep_water.wav
Sending request for file data/sound/footstep_water.ogg
Validation required for shape: data/models/player/player.dts
Mapping string: MissionStartPhase2 to index: 9
Could not locate texture: common/lighting/corona
Could not locate texture: common/lighting/corona
Could not locate texture: common/lighting/corona
Could not locate texture: common/lighting/corona
Mapping string: MissionStartPhase3 to index: 10
Client Replication Startup has Happened!
fxFoliageReplicator - Client Foliage Replication Startup is complete.
fxGrassReplicator - Client Grass Replication Startup is complete.
twSurfaceReference - Client Surface Reference Startup is complete.
= interior lit in 0.040 seconds
= interior lit in 0.491 seconds
= terrain lit in 4.687 seconds
= interior lit in 0.691 seconds
Scene lit in 6.069 seconds
Removing old lighting file 'data/enviorment/start01_b9a05ca6.ml'.
Mapping string: MissionStart to index: 11
Mapping string: SyncClock to index: 12
Mapping string: Kork to index: 13
*** Initial Control Object
Fatal: (c:\torque\engine\gui\guiscrollctrl.cc @ 90) Failed to create the bitmap array
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context ...
Releasing the device context...
Destroying the window...The two errors that I can see are the Corona texture's missing, and the "could not locate texture" message which doesnt make sense.
These have however been there before the crash came. Also, the fatal error with guiscroll is not happening at all with the release version.
#4
Checked for HDD errors (as that may have been the error?) but found none, also tried other computers + our server in the progress and the same problem WAS there, but now it's gone. At least on this computer.
I'm going to dig myself into this and find out what the heck it is that I did wrong, or whatever the engine is doing.
05/03/2004 (12:11 pm)
I can't reproduce the error! It works again, I haven't modified sh*t since my first post and now it works! (!)Checked for HDD errors (as that may have been the error?) but found none, also tried other computers + our server in the progress and the same problem WAS there, but now it's gone. At least on this computer.
I'm going to dig myself into this and find out what the heck it is that I did wrong, or whatever the engine is doing.
#5
Frank
05/03/2004 (8:57 pm)
I don't know, but if it happens again, try squashing DSOs. Maybe it was some wierd thing like that.Frank
#6
Tried deleting all the compiled scripts. Gave nothing.
Instead, I ran the debug build again.. and found another error (that on the other hand didnt appear when loading, just when opening the main menu). It was an assertion error with guiscroll, couldnt create bitmap array.
This message doesnt show in the release build. And the mainmenu works FINE on release. The loading sequence doesnt, however. I went into guiScrollCtrl.cc.
On line 90
I commented that one out. Now, the debug build can open the main menu without crashing, and it can enter the game. WHAT on earth is up with that?
The menu's look perfectly as it should, still it says it couldnt create an array or whatever and that makes the release build crash, and the debug build give an error and then quit.
NOW, I tried removing that line from the release build too, and it doesn't crash anymore! I guess this line remove ain't good and actually just a workaround, but still - none of the graphical GUI's look distorted or in any way wrong.
Why is this happening?
WHY is it random?
And HOW can it only affect multiplayer games and not single player?
As long as it works, I'm okay.. but I'm just curious.
It doesn't make sense.
05/04/2004 (5:58 am)
Was playing around in game.cs (server) again and the problem is back.Tried deleting all the compiled scripts. Gave nothing.
Instead, I ran the debug build again.. and found another error (that on the other hand didnt appear when loading, just when opening the main menu). It was an assertion error with guiscroll, couldnt create bitmap array.
This message doesnt show in the release build. And the mainmenu works FINE on release. The loading sequence doesnt, however. I went into guiScrollCtrl.cc.
On line 90
AssertFatal(result, "Failed to create the bitmap array");
I commented that one out. Now, the debug build can open the main menu without crashing, and it can enter the game. WHAT on earth is up with that?
The menu's look perfectly as it should, still it says it couldnt create an array or whatever and that makes the release build crash, and the debug build give an error and then quit.
NOW, I tried removing that line from the release build too, and it doesn't crash anymore! I guess this line remove ain't good and actually just a workaround, but still - none of the graphical GUI's look distorted or in any way wrong.
Why is this happening?
WHY is it random?
And HOW can it only affect multiplayer games and not single player?
As long as it works, I'm okay.. but I'm just curious.
It doesn't make sense.
#7
Good luck,
Frank
05/06/2004 (5:12 pm)
What is result? If result is the return from a function that initializes the "bitmap array" then perhaps stepping into that function might shed some light. My guess is AssertFatal uses the result as information in a decision. This decision determines if the program will shut down for the error. Step into AssertFatal to determine if that is the case.Good luck,
Frank
#8
05/13/2005 (9:14 am)
Never mind :)
#9
05/16/2005 (4:40 am)
Is your executable stored in a network/remote folder? I noticed TGE would crash pretty hard when trying to join/host a multiplayer game from an EXE located in a remote computer's network share.
Torque Owner Brett Fattori
- Brett