Crash [build 2015-08-14.b22b7db]

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Nexus
Space Floater
Posts: 48
Joined: Fri Aug 14, 2015 8:29 pm

Re: Crash [build 2015-08-14.b22b7db]

#16 Post by Nexus »

I've noticed this crash as well, both the segfaults and the "free(): invalid pointer" business. I've got a savegame where this is repeatable three tries out of four, though it seems random which of the two error types I get. If it helps, let me know where to upload it for you to test.

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MatGB
Creative Contributor
Posts: 3310
Joined: Fri Jun 28, 2013 11:45 pm

Re: Crash [build 2015-08-14.b22b7db]

#17 Post by MatGB »

OK, it happened again, whatever's causing this is now a major PITA. Designed a new ship, went to queue 10 of them, hit *10 and it crashes out on me.
freeoriond.log wrote: 2015-08-19 22:24:32.323195 [debug] Server : Server received message from player id: 1 of type Request New Object ID and size 8
2015-08-19 22:30:56.736565 [debug] Server : ServerNetworking::DisconnectImpl : disconnecting player 1
2015-08-19 22:30:56.736665 [debug] Server : ServerFSM::HandleNonLobbyDisconnection : Lost connection to player #1, named "Mat"; server terminating.
2015-08-19 22:30:56.736925 [debug] Server : ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating.
2015-08-19 22:30:58.737156 [debug] Server : Initiating Exit (code 1 - error termination)
2015-08-19 22:30:58.737256 [debug] Server : ServerApp::CleanupAIs() telling AIs game is ending
2015-08-19 22:30:58.737581 [debug] Server : ServerApp::CleanupAIs() waiting 1 second for AI processes to clean up...
As can be seen, this happened at 22.30ish.

I've got verbose logging on. 110,000 lines of log are attached as a zip, I have zero clue what I'm looking for, huge amounts happen during that half a second.

Switching to the Release branch and playing some silly games in that, at least that's stable.
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crash-freeorion.log.zip
(764.19 KiB) Downloaded 94 times
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

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Dilvish
AI Lead and Programmer Emeritus
Posts: 4768
Joined: Sat Sep 22, 2012 6:25 pm

Re: Crash [build 2015-08-14.b22b7db]

#18 Post by Dilvish »

MatGB wrote:OK, it happened again, whatever's causing this is now a major PITA. Designed a new ship, went to queue 10 of them, hit *10 and it crashes out on me...Switching to the Release branch and playing some silly games in that, at least that's stable.
OK, I just got around to reinstating the left-click dependence of the blocksize and repetition dropdowns. Hopefully down the road someone will sort out what was happening there so we safely remove the left-click requirement.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0

AndrewW
Juggernaut
Posts: 791
Joined: Mon Feb 04, 2013 10:15 pm

Re: Crash [build 2015-08-14.b22b7db]

#19 Post by AndrewW »

Dilvish wrote:OK, I just got around to reinstating the left-click dependence of the blocksize and repetition dropdowns. Hopefully down the road someone will sort out what was happening there so we safely remove the left-click requirement.
Played through a couple of games now with [build 2015-08-21.5c10317] and have had zero crashes, so this seems to have fixed all of them.

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MatGB
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Joined: Fri Jun 28, 2013 11:45 pm

Re: Crash [build 2015-08-14.b22b7db]

#20 Post by MatGB »

Agreed, the only crash I had was trying to reload the savegame from crash central. Back to the annoyingness with the mousewheel and the production multipliers but can live with that while the problem's looked at.
Mat Bowles

Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

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