3D Battle Crash

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OndrejR
Space Dragon
Posts: 339
Joined: Thu Oct 02, 2008 11:00 pm
Location: Slovakia

3D Battle Crash

#1 Post by OndrejR »

After I get into 3d battle, then I get this on console:
ResolvingCombat: waiting for orders from empires 0 1
received orderd for empire 1
received orderd for empire 0
all orders received; processing turn
turn complete; sending out updates to empires 0 1
received orderd for empire 1
received orderd for empire 0
all orders received; processing turn
turn complete; sending out updates to empires 0 1
received orderd for empire 1
received orderd for empire 0
all orders received; processing turn
turn complete; sending out updates to empires 0 1
received orderd for empire 0
received orderd for empire 0
received orderd for empire 1
all orders received; processing turn
Segmentation fault
$ turn complete; sending out updates to empires main() caught exception(std::runtime_error): Broken pipe
After fourth battle turn it crashed. But it may be also graphic driver(which is not fully finished) problem on my ATI r600 graphic card. Revision 3835 on Linux.

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Geoff the Medio
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Re: 3D Battle Crash

#2 Post by Geoff the Medio »

Please attach log files from after the crash.

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OndrejR
Space Dragon
Posts: 339
Joined: Thu Oct 02, 2008 11:00 pm
Location: Slovakia

Re: 3D Battle Crash

#3 Post by OndrejR »

logs
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logs.zip
(220.63 KiB) Downloaded 106 times

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Geoff the Medio
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Posts: 13587
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Location: Munich

Re: 3D Battle Crash

#4 Post by Geoff the Medio »

In the server log, the combat round before the crash has two sets of orders being received from player 0. Perhaps the two got out of sync, one aborted when things became inconsistent, and the other aborted when the connection was lost?

The "Broken Pipe" exception suggests that the client is crashing, and the server then has a problem because its connection to the client becomes invalid. I can't really validate that against the details of the logs, though...

It might help if you added some additional debug output in the various parts of ResolvingCombat::react(const CombatRoundUpdate& msg) and ServerApp::ProcessCombatTurn(). This might help narrow down where things are crashing...

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