Freezing Issue
by Daniel Ly · in Torque Game Engine · 07/27/2006 (3:04 pm) · 13 replies
Hey,
TGE is periodically freezing on me. It freezes right when the mission is done being loaded (before I get a chance have any input and smoke hasn't even begun to rise through the chimney's in Stronghold.mis), but once it gets going, it no longer freezes after that. The thing that gets me is that only on occasion (about half the time), does it freeze. The other times, it works perfectly.
I've been modifying the engine quite a bit; the latest additions include changes to Item's interpolateTick and ProcessTick methods. Although I understand how my modifications could easily make it freeze, I still can't figure out why it would do so only half the time...
Any ideas?
Thanks
Edit: Typo
TGE is periodically freezing on me. It freezes right when the mission is done being loaded (before I get a chance have any input and smoke hasn't even begun to rise through the chimney's in Stronghold.mis), but once it gets going, it no longer freezes after that. The thing that gets me is that only on occasion (about half the time), does it freeze. The other times, it works perfectly.
I've been modifying the engine quite a bit; the latest additions include changes to Item's interpolateTick and ProcessTick methods. Although I understand how my modifications could easily make it freeze, I still can't figure out why it would do so only half the time...
Any ideas?
Thanks
Edit: Typo
About the author
#2
Wrap your PC in a blanket ;)
07/27/2006 (6:31 pm)
Quote:
It freezes right when the mission is done being loaded
Wrap your PC in a blanket ;)
#4
And it looks like I'm running into bigger issues now.. when I try and run a dedicated server so I can run the debugger, it crashes during the "Initializing Torque Creator", with the last line being:
Any ideas with this new problem?
07/28/2006 (8:42 am)
Taking a look at the logs between the two cases, it appears that TGE crashes before the line Mapping string: Kork to index: 13
And it looks like I'm running into bigger issues now.. when I try and run a dedicated server so I can run the debugger, it crashes during the "Initializing Torque Creator", with the last line being:
Loading compiled script creator/ui/GuiEditorCreator.gui.
Any ideas with this new problem?
#5
07/28/2006 (9:26 am)
You have to comment out or remove the references to the editors for your dedicated server to work, AFAIK.
#7
Thanks for the heads up
Unfortunately, the debugger crashes as well. Haven't looked too deep into the VS Disassembler, though (not sure I would be able to make out the problem even if I did!)
Instead, I traced the program right after main.cs loads. It appears the program freezes because it is having trouble exiting from an Armor::onCollision() call. The weirdest part is that it makes it to the end of the function: I added an echo() just before the closing bracket of onCollision and the print statement is printed to the log before the program freezes. So clearly the function makes it to the end, but isn't able to exit since the trace never prints "Leaving armor::onCollision() - return "..
Has anyone come across this before? or better yet, knows how to fix it? =D
07/28/2006 (10:34 am)
@stefanThanks for the heads up
Unfortunately, the debugger crashes as well. Haven't looked too deep into the VS Disassembler, though (not sure I would be able to make out the problem even if I did!)
Instead, I traced the program right after main.cs loads. It appears the program freezes because it is having trouble exiting from an Armor::onCollision() call. The weirdest part is that it makes it to the end of the function: I added an echo() just before the closing bracket of onCollision and the print statement is printed to the log before the program freezes. So clearly the function makes it to the end, but isn't able to exit since the trace never prints "Leaving armor::onCollision() - return "..
Has anyone come across this before? or better yet, knows how to fix it? =D
#8
I've been looking around the documentation, but I have no idea where that's called or what exactly is happening when that line is printed.
Does anyone have any information on this or knows where I can find some? Thanks
Edit: Typo
07/31/2006 (8:54 am)
I've dug around a bit deeper, and I've noticed that the game always crashes before it can print the line:Mapping string: Kork to index: 13
I've been looking around the documentation, but I have no idea where that's called or what exactly is happening when that line is printed.
Does anyone have any information on this or knows where I can find some? Thanks
Edit: Typo
#9
07/31/2006 (9:08 am)
Have you tried running in debug to see exactly where it's crashing ?
#10
Sorry, I've been interchanging crashing and freezing when I really shouldn't be. The game hasn't crashed; it
always freezes (I'm guessing it goes into an infinite loop when it tries to map the string to the index).
However, the debugger crashes when I try and load the mission, so its not really in comission at the moment.
07/31/2006 (9:16 am)
@OrionSorry, I've been interchanging crashing and freezing when I really shouldn't be. The game hasn't crashed; it
always freezes (I'm guessing it goes into an infinite loop when it tries to map the string to the index).
However, the debugger crashes when I try and load the mission, so its not really in comission at the moment.
#11
if the debugger crashes when you're trying to load the level, that's a sign of deep(er) problems, and you might try rolling back to a state where things were working, and then moving forward again slowly.
07/31/2006 (9:21 am)
By debugger you mean the C++ debugger, right ?if the debugger crashes when you're trying to load the level, that's a sign of deep(er) problems, and you might try rolling back to a state where things were working, and then moving forward again slowly.
#12
I was talking about the Torque debugger... how do you set up the C++ debugger at run time?
As for rolling back, I haven't set up a revision control program and my changes are all over the place, so unfortunately, that's not an option. (Although I'm currently implementing one)
07/31/2006 (9:28 am)
@OrionI was talking about the Torque debugger... how do you set up the C++ debugger at run time?
As for rolling back, I haven't set up a revision control program and my changes are all over the place, so unfortunately, that's not an option. (Although I'm currently implementing one)
#13
in visual studio,
you go up to Build Settings or some such,
change the build from Release to Debug,
goto project settings and set the Working Directory,
then hit F5 to launch in debug.
07/31/2006 (9:30 am)
C++ debugger is a good thing.in visual studio,
you go up to Build Settings or some such,
change the build from Release to Debug,
goto project settings and set the Working Directory,
then hit F5 to launch in debug.
Associate Orion Elenzil
Real Life Plus
try running in debug and breaking the program when it freezes to see what's (not) going on.