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Crash with GDB info

Posted: Sun May 30, 2010 8:22 pm
by Canderel
I was kinda walking about in the new Trollshaws (nice on the foresty feel btw) and just crashed... Here is the trace:

Code: Select all

Program received signal SIGSEGV, Segmentation fault.
0x00401911 in map_opaque (m=0x22fbd0, x=43, y=58) at src/core_lua.c:83
83      src/core_lua.c: No such file or directory.
        in src/core_lua.c
(gdb) backtrace
#0  0x00401911 in map_opaque (m=0x22fbd0, x=43, y=58) at src/core_lua.c:83
#1  0x004557cc in fov_octant_pmy (data=0x22fb70, dx=13,
    start_slope=0.238095239, end_slope=0.230769232) at src/fov/fov.c:281
#2  0x00455946 in fov_octant_pmy (data=0x22fb70, dx=12,
    start_slope=0.238095239, end_slope=0.230769232) at src/fov/fov.c:281
#3  0x00455946 in fov_octant_pmy (data=0x22fb70, dx=11,
    start_slope=0.238095239, end_slope=0.230769232) at src/fov/fov.c:281
#4  0x00455946 in fov_octant_pmy (data=0x22fb70, dx=10,
    start_slope=0.200000003, end_slope=0.230769232) at src/fov/fov.c:281
#5  0x00455946 in fov_octant_pmy (data=0x22fb70, dx=9,
    start_slope=0.200000003, end_slope=0.230769232) at src/fov/fov.c:281
#6  0x00455946 in fov_octant_pmy (data=0x22fb70, dx=8,
    start_slope=0.200000003, end_slope=0.230769232) at src/fov/fov.c:281
#7  0x00455946 in fov_octant_pmy (data=0x22fb70, dx=7,
    start_slope=0.200000003, end_slope=0.230769232) at src/fov/fov.c:281
#8  0x00455880 in fov_octant_pmy (data=0x22fb70, dx=6,
    start_slope=0.200000003, end_slope=0.454545468) at src/fov/fov.c:281
#9  0x00455880 in fov_octant_pmy (data=0x22fb70, dx=5,
    start_slope=0.200000003, end_slope=0.555555582) at src/fov/fov.c:281
#10 0x00455880 in fov_octant_pmy (data=0x22fb70, dx=4,
    start_slope=0.200000003, end_slope=1) at src/fov/fov.c:281
#11 0x00455946 in fov_octant_pmy (data=0x22fb70, dx=3,
    start_slope=0.200000003, end_slope=1) at src/fov/fov.c:281
#12 0x00455946 in fov_octant_pmy (data=0x22fb70, dx=2, start_slope=0,
    end_slope=1) at src/fov/fov.c:281
#13 0x00455946 in fov_octant_pmy (data=0x22fb70, dx=1, start_slope=0,
    end_slope=1) at src/fov/fov.c:281
#14 0x004566ac in _fov_circle (data=0x22fb70) at src/fov/fov.c:310
#15 0x00456777 in fov_circle (settings=0x22fbd0, map=0x22fbd0, source=0x0,
    source_x=46, source_y=45, radius=21) at src/fov/fov.c:332
#16 0x00401e4c in lua_fov_calc_circle (L=0x3d4620) at src/core_lua.c:175
#17 0x00d2076a in ?? ()
#18 0x003d4620 in ?? ()
#19 0x08a2e420 in ?? ()
#20 0x08a2e350 in ?? ()
#21 0x05a1c2f7 in ?? ()
#22 0x003d4620 in ?? ()
#23 0x08a2e3a0 in ?? ()
#24 0x0572fe08 in ?? ()
#25 0x05a1b31d in ?? ()
#26 0x003d4620 in ?? ()
#27 0xffffffff in ?? ()
#28 0x05771a88 in ?? ()
#29 0x00d5b4ab in ?? ()
#30 0x00000000 in ?? () from
#31 0x00000001 in ?? ()
#32 0xffffffff in ?? ()
#33 0x00d20684 in ?? ()
#34 0x003d3c10 in ?? ()
#35 0x003d3ea1 in ?? ()
#36 0x0022fca8 in ?? ()
#37 0x0043633f in luaD_precall (L=0x3d4620, func=0x26, nresults=0)
    at src/luajit/ldo.c:279
#38 0x0043633f in luaD_precall (L=0x3d4620, func=0x8a2e2e0, nresults=0)
    at src/luajit/ldo.c:279
#39 0x004367ff in luaD_call (L=0x3d4620, func=0x8a2e2e0, nResults=0)
    at src/luajit/ldo.c:383
#40 0x0042c0fb in f_call (L=0x3d4620, ud=0x22fdc0) at src/luajit/lapi.c:795
#41 0x00435ced in luaD_rawrunprotected (L=0x3d4620, f=0x42c0d1 <f_call>,
    ud=0x22fdc0) at src/luajit/ldo.c:117
#42 0x00436b38 in luaD_pcall (L=0x3d4620, func=0x42c0d1 <f_call>, u=0x22fdc0,
    old_top=1368768, ef=1368752) at src/luajit/ldo.c:464
#43 0x0042c181 in lua_pcall (L=0x3d4620, nargs=1, nresults=0, errfunc=85547)
    at src/luajit/lapi.c:816
#44 0x00405c0f in docall (L=0x3d4620, narg=1, nret=0) at src/main.c:83
#45 0x00406538 in on_redraw () at src/main.c:272
#46 0x00406f9b in SDL_main (argc=1, argv=0x3d3c10) at src/main.c:627
#47 0x0047242b in console_main (argc=1, argv=0x3d3c10)
    at ./src/main/win32/SDL_win32_main.c:315
#48 0x004724e8 in WinMain (hInst=0x400000, hPrev=0x0, szCmdLine=0x241f13 "",
    sw=10) at ./src/main/win32/SDL_win32_main.c:398
#49 0x00471db6 in main ()
No idea what this means though... :-(

This is the last line of stdout.txt, it is interesting that it is cut off...

Code: Select all

LOG]	There is an item here: #FFFFFF#gold pieces (wor

Re: Crash with GDB info

Posted: Sun May 30, 2010 8:55 pm
by darkgod
Ahhh!!!
Now this helps me!

Seems like the FOV cache can be come corrupted ... hum
No wait, you where in the trollshaws?
Trollshaws is 50x50 and this tried to access 43x58! HAHA !

Please try with this exe instead now: http://te4.org/dl/t-engine-fix.exe
This should fix this problem.

Re: Crash with GDB info

Posted: Sun May 30, 2010 11:45 pm
by Shoob
what os is that for?

Re: Crash with GDB info

Posted: Sun May 30, 2010 11:48 pm
by darkgod
The exe ? for windows obviously :)

Re: Crash with GDB info

Posted: Sun May 30, 2010 11:56 pm
by Shoob
I was pretty sure of that, but my brain is in off mode now :P

Re: Crash with GDB info

Posted: Mon May 31, 2010 5:04 am
by Canderel
Glad I could help!

I am at work now, and I haven't got beta3 yet. Did you update the .exe of beta3 too? Or should I download both for now?

Also glad I added a little more detail than just, here is a dump. :-)

Re: Crash with GDB info

Posted: Mon May 31, 2010 7:31 am
by darkgod
Yes get both and use the new exe

Re: Crash with GDB info

Posted: Mon May 31, 2010 2:53 pm
by greycat
Is there a source code change for this, or was it something specific to the Windows build?

Re: Crash with GDB info

Posted: Mon May 31, 2010 3:10 pm
by darkgod

Code: Select all

		if (x < 0 || y < 0 || x >= fov->cache->w || y >= fov->cache->h) return TRUE;
Add taht before line 83 or core_lua.c

Re: Crash with GDB info

Posted: Mon May 31, 2010 4:31 pm
by registeringislame
Since you make source avaliable, is there a repo that we could get the dev version from?

Re: Crash with GDB info

Posted: Mon May 31, 2010 5:06 pm
by Shoob
there is, but it is under a constant state of flux, making it crash more and do weird stuff

Re: Crash with GDB info

Posted: Mon May 31, 2010 5:40 pm
by darkgod
If you feel adventurous :)

http://forum.t-o-m-e.net/viewtopic.php?f=36&t=21244

But as shoob says it's shaking heavily usualy ;)
RIght now i'm additing support for opengl shaders (yes yes .. really!)