Author Topic: [fixed] glest3.3.7-dev crashes  (Read 1853 times)

kobe

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[fixed] glest3.3.7-dev crashes
« on: 3 September 2010, 08:47:24 »
Today I compiled the svn code and get inside the glest3.3.7-dev, I set the game into window mode, and then I chose to play against 7 AI carried out, but when the game to 20 to 30 minutes, the game crashes , the game window disappears, I once again run the game, but the result is still the case.

I provide a debug file, please download this file, thank you.
http://uploaded.to/file/xh55j1

titi

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Re: glest3.3.7-dev crashes
« Reply #1 on: 3 September 2010, 12:13:01 »
You told me on the chat that glest gets really huge for you ( 1.9GByte! ) Its no wonder its crashing!

I tried everything, but I never saw glest getting this big in the memory. I started a game with 7 Mega AIs all in the same team using all available factions.
Running the game at high speed. I stopped it when it was too slow ( I was on a slow computer )
Game size in Memory was 350MB and every faction had more than 100 units, so the map was really crowded with units.
When I exited to endgame menu all the memory was freed again and glest was runnning at about 40MB.
I don't know whats wrong for you, maybe driver problems or something else ( virus protection things? ).
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titi

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Re: glest3.3.7-dev crashes
« Reply #2 on: 4 September 2010, 09:50:17 »
Kobe, which pathfinder do you use?
"regular" or "route planner"?

Route planner is still beta and gives you random crashes. Please use pathfinder "regular" ;
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tomreyn

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Re: glest3.3.7-dev crashes
« Reply #3 on: 4 September 2010, 11:00:45 »
Please always provide the subversion revision and branch you built from, too.
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cds

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Re: glest3.3.7-dev crashes
« Reply #4 on: 4 September 2010, 13:14:54 »
When an unit is dead,why the game doesn't free the memory it occupy?I played a game ,at first,memory was low ,when all players produced many units,memory was high.but when i killed all units include my units,the memory was still high.I wonder why the game doesn't free the unit memory when this unit dies and we don't need it any more ,we should only record player's kills 、deaths and so on ,the memory should change as alive unit numbers ,not units we all produce since game begins.

titi

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Re: glest3.3.7-dev crashes
« Reply #5 on: 4 September 2010, 17:01:29 »
Hm. thats right.... Lets see what softcoder says about it . ( but I still cannot produce this huge memory waste ! ( svn revision 940 ))
I was able to pump it up to 850MB one time now, but thats still only half of your memory usage.
« Last Edit: 4 September 2010, 17:19:44 by titi »
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softcoder

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Re: glest3.3.7-dev crashes
« Reply #6 on: 6 September 2010, 18:08:11 »
There may be some caching done by OpenGL, but i also added some code to ensure particles are cleaned up when a unit is removed from the game.

ultifd

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Re: glest3.3.7-dev crashes
« Reply #7 on: 6 September 2010, 19:16:18 »
Weird, I think Claymore, wciow, and I kinda experienced this in our last game. Not sure...
Too bad none of us had debugging enabled...

titi

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Re: glest3.3.7-dev crashes
« Reply #8 on: 6 September 2010, 23:19:10 »
... and it happened again later!
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ultifd

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Re: glest3.3.7-dev crashes
« Reply #9 on: 6 September 2010, 23:42:19 »
(and again)
(and again)
but this time I have a log... :-/

titi

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Re: glest3.3.7-dev crashes
« Reply #10 on: 6 September 2010, 23:46:33 »
But US/Europe have very bad internet connection today and it was a multiplayer game!
I think kobes prolem showed up in a single player game!.
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ultifd

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Re: glest3.3.7-dev crashes
« Reply #11 on: 6 September 2010, 23:49:51 »
But US/Europe have very bad internet connection today and it was a multiplayer game!
I think kobes prolem showed up in a single player game!.
This time we had a good connection...little lag I think...and it still crashed. The first game, same thing.
http://www.mediafire.com/?vsuit219seiibg7 here is my debug log for one crash