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[invalid] Press E key to generate the error

Started by kobe, 14 September 2010, 03:37:04

kobe

Press E key to generate the error: I chose the 8 AI to play against, when the station is very intense, I press the E key to the battle scenes were shot several times, suddenly an error message box, I press OK, but it Or there, when I repeatedly press OK, it still pop up. Then the game crashes. Game window suddenly disappeared.
The following screenshots, and Bug is a game information (from log file debug)

By the way: I compiled the latest SVN code and get inside the glest3.3.7-dev, I tested it. Then this error occurred.

In [..\..\source\glest_game\game\game.cpp::Glest::Game::Game::update Line: 707] Error [bad allocation]
In [..\..\source\glest_game\game\game.cpp::Glest::Game::Game::ErrorDisplayMessage Line: 153] bad allocation
In [..\..\source\shared_lib\sources\sound\openal\sound_player_openal.cpp::Shared::Sound::OpenAL::StreamSoundSource::update 224] Restarting audio source because of buffer underrun.
In [..\..\source\shared_lib\sources\sound\openal\sound_player_openal.cpp::Shared::Sound::OpenAL::StreamSoundSource::update 224] Restarting audio source because of buffer underrun.
In [..\..\source\glest_game\game\game.cpp::Glest::Game::Game::update Line: 707] Error [bad allocation]
In [..\..\source\glest_game\game\game.cpp::Glest::Game::Game::ErrorDisplayMessage Line: 153] bad allocation
In [..\..\source\shared_lib\sources\sound\openal\sound_player_openal.cpp::Shared::Sound::OpenAL::StreamSoundSource::update 224] Restarting audio source because of buffer underrun.
In [..\..\source\shared_lib\sources\sound\openal\sound_player_openal.cpp::Shared::Sound::OpenAL::StreamSoundSource::update 224] Restarting audio source because of buffer underrun.
In [..\..\source\glest_game\game\game.cpp::Glest::Game::Game::update Line: 707] Error [bad allocation]
In [..\..\source\glest_game\game\game.cpp::Glest::Game::Game::ErrorDisplayMessage Line: 153] bad allocation
In [..\..\source\shared_lib\sources\sound\openal\sound_player_openal.cpp::Shared::Sound::OpenAL::StreamSoundSource::update 224] Restarting audio source because of buffer underrun.
In [..\..\source\shared_lib\sources\sound\openal\sound_player_openal.cpp::Shared::Sound::OpenAL::StreamSoundSource::update 224] Restarting audio source because of buffer underrun.
In [..\..\source\glest_game\game\game.cpp::Glest::Game::Game::update Line: 707] Error [bad allocation]
In [..\..\source\glest_game\game\game.cpp::Glest::Game::Game::ErrorDisplayMessage Line: 153] bad allocation

titi

#1
This might be a interisting bug! Ultifd and I had an error yesterday while playing multiplayer maybe its the same bug!

Kobe said this bug is reproducible. You just need lots of fighting and dying action on the screen and press e key several times. than it happens.
This sounds a bit like cache problems again to me, but thats just an idea. If its related to the cache it can also be the problem we had, because memory problems are always a very likely cause for out of sync problems.

Sadly I lost all the logs because I accidently started glest while he was still compressing the logfiles ...





Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

ultifd

Quote from: titi on 14 September 2010, 09:58:52
Sadly I lost all the logs because I accidently started glest while he was still compressing the logfiles ...
You mean he=you. Although, unfortunately I lost my log that way too. But it wouldn't have helped anyways.

softcoder

I tested a new testing mechansim (letting the AI play against itself over the network) using Windows XP and Linux and no out out synch issues. The AI was mega vs mega and in the end the Norsemen beat Tech (while i watched both screens to ensure every movement was the same on both platforms).

ultifd

Are you saying it is resolved? Or...?

ultifd

So you updated to SVN head and got the exact same problem?

-Archmage-

Kobe stop saying that, the devs are working, and on top of MG they have a little thing called a life. :|

softcoder

Kobe we are busy, and i don't want to be rude but you have not been patient. I made an attempt to try to fix your bug (that I cannot reproduce) and checked it into svn (it is included in beta 2)

softcoder

Your log file has nothing to do with pressing E to save screens. You are running out of memory and this is why you get these errors. What is your memory usage (free memory and used memory)?

You can try disabling some performance caches by editing glestuser.ini and adding these:

QuoteMaxExploredCellsLookupItemCache=1
UseQuadCache=false