Author Topic: How long should it take to generate a debug log?  (Read 3275 times)

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Offline niffiwan

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  • Eluder Class
How long should it take to generate a debug log?
I wanted to get a debug log of this other problem that I've encountered, however when I run my debug build, the game hangs when I try to enter the mission simulator.  Kinda means that I can't run the mission I want to run in order to attempt to get a log of my other problem :)

Anyway, when I say it hangs, I mean I've been waiting 20 30 mins and my strace of the process hasn't reported anything new for maybe 5-10 mins, except one line about a FUTEX_WAKE_PRIVATE... however the process is still using nearly 100% CPU which is confusing.

I'm running ubuntu 10.04, x86_64, Antipodes 8, SVN 7383.

Below is my fs2_open.log file:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Opened log '/home/quenten/.fs2_open/data/fs2_open.log', Thu Aug 04 21:33:55 2011 ...
FreeSpace version: 3.6.13
Passed cmdline options:
  -spec_exp 11
  -fov 0.57
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 42
  -fxaa
  -fxaa_preset 6
  -ballistic_gauge
  -dualscanlines
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps_3612
  -fps
  -window
  -nograb
Building file index...
Found root pack '/home/quenten/games/freespace2/mediavps_3612/MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack '/home/quenten/games/freespace2/mediavps_3612/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/home/quenten/games/freespace2/mediavps_3612/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/home/quenten/games/freespace2/mediavps_3612/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/home/quenten/games/freespace2/mediavps_3612/MV_Music.vp' with a checksum of 0xb3e21469
Found root pack '/home/quenten/games/freespace2/mediavps_3612/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/home/quenten/games/freespace2/mediavps_3612/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/home/quenten/games/freespace2/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/home/quenten/games/freespace2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/home/quenten/games/freespace2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/home/quenten/games/freespace2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/home/quenten/games/freespace2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/home/quenten/games/freespace2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/home/quenten/games/freespace2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/home/quenten/games/freespace2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/home/quenten/games/freespace2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/home/quenten/.fs2_open/mediavps_3612/' ... 149 files
Searching root '/home/quenten/.fs2_open/' ... 1 files
Searching root '/home/quenten/games/freespace2/mediavps_3612/' ... 0 files
Searching root pack '/home/quenten/games/freespace2/mediavps_3612/MV_Advanced.vp' ... 1283 files
Searching root pack '/home/quenten/games/freespace2/mediavps_3612/MV_AnimGlows.vp' ... 1641 files
Searching root pack '/home/quenten/games/freespace2/mediavps_3612/MV_Assets.vp' ... 1527 files
Searching root pack '/home/quenten/games/freespace2/mediavps_3612/MV_Effects.vp' ... 1876 files
Searching root pack '/home/quenten/games/freespace2/mediavps_3612/MV_Music.vp' ... 32 files
Searching root pack '/home/quenten/games/freespace2/mediavps_3612/MV_RadarIcons.vp' ... 24 files
Searching root pack '/home/quenten/games/freespace2/mediavps_3612/MV_Root.vp' ... 94 files
Searching root '/home/quenten/games/freespace2/' ... 10 files
Searching root pack '/home/quenten/games/freespace2/root_fs2.vp' ... 157 files
Searching root pack '/home/quenten/games/freespace2/smarty_fs2.vp' ... 10 files
Searching root pack '/home/quenten/games/freespace2/sparky_fs2.vp' ... 3027 files
Searching root pack '/home/quenten/games/freespace2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/home/quenten/games/freespace2/stu_fs2.vp' ... 2355 files
Searching root pack '/home/quenten/games/freespace2/tango1_fs2.vp' ... 32 files
Searching root pack '/home/quenten/games/freespace2/tango2_fs2.vp' ... 15 files
Searching root pack '/home/quenten/games/freespace2/tango3_fs2.vp' ... 10 files
Searching root pack '/home/quenten/games/freespace2/warble_fs2.vp' ... 52 files
Found 20 roots and 13632 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.12.854

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: PulseAudio Software
  Capture device: PulseAudio Capture
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTS 450/PCI/SSE2
  OpenGL Version   : 4.1.0 NVIDIA 275.09.07

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "glXSwapIntervalSGI".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...
  Compiling post-processing shader 5 ...
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
Loading built-in default shader for: fxaapre-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 4.10 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 853 KB
Size of bitmap extra info = 56 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...

Joystick INITTED!

Using 'Logitech Inc. WingMan Extreme Digital 3D' as the primary joystick:
  Number of axes: 4
  Number of buttons: 7
  Number of hats: 1
  Number of trackballs: 0

Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
WARNING: Unrecognized parameter in ai_profiles: $disarm or disable cause global ai goal effects: YES

TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 232
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'Niffi-VassagoD.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'niffiwan.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Niffi-derelict.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Niffi-ant8.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Niffi-fs2.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Niffi-BPWIH.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Niffi-Transcend.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'NIFFI-BPAOA.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Niffi-ant8.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file 'raptors.pcx'
PLR => Loading complete!
CSG => Loading 'Niffi-ant8.FreeSpace2.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 203.066 (203.066)
Frame  0 too long!!: frametime = 0.756 (0.756)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Frame  0 too long!!: frametime = 9.186 (9.186)
Frame  0 too long!!: frametime = 0.439 (0.439)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
CSG => Loading 'Niffi-ant8.FreeSpace2.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
« Last Edit: August 04, 2011, 07:11:59 am by niffiwan »
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline The E

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Re: How long should it take to generate a debug log?
Never, EVER abbreviate log files, unless specifically asked to. Because I can guarantee that, no matter what you may think when skimming over it, chances are that you missed something.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline niffiwan

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  • Eluder Class
Re: How long should it take to generate a debug log?
No worries, 1st post updated with the full log.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline The E

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Re: How long should it take to generate a debug log?
Hmm.

Well, I am sort of out of ideas. If this was Windows, I'd try to break into a debugger to see where it's hanging exactly.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline niffiwan

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  • Eluder Class
Re: How long should it take to generate a debug log?
Treat this with a giant grain of salt (as I'm not a coder by trade and I've not used gdb/ddd before...), however I think that the program is looping through the following code:

windows_stub/stubs.cpp: starting at line 685

Code: [Select]
        while (item != NULL) {
                if (item->addr == (ptr_u)ptr) {
                        RAM *tmp = item;

                        *mark = item->next;

                        TotalRam -= tmp->size;

                        free(tmp);

                        break;
                }

                mark = &(item->next);

                item = item->next;
    }

Actually, thinking a bit more, this code is inside an #ifndef NDEBUG / #endif statement, meaning that it'll only run this code when the binary is built with the --enable-debug flag.  i.e. a possible bug in the debug code?    :lol: 

Here's the result of a backtrace from this point:
Code: [Select]
(gdb) backtrace
#0  _vm_free (ptr=0x46fed00, filename=0x8bf239 "./globalincs/vmallocator.h", line=55) at windows_stub/stubs.cpp:701
#1  0x00000000005fea85 in SCP_vm_allocator<float>::deallocate (this=0x7f5b91519b38, p=0x46fed00) at ./globalincs/vmallocator.h:55
#2  0x00000000005fde52 in std::_Vector_base<float, SCP_vm_allocator<float> >::_M_deallocate (this=0x7f5b91519b38, __p=0x46fed00, __n=12) at /usr/include/c++/4.4/bits/stl_vector.h:146
#3  0x00000000005fd08e in ~_Vector_base (this=0x7f5b91519b38, __in_chrg=<value optimised out>) at /usr/include/c++/4.4/bits/stl_vector.h:132
#4  0x00000000005fc6ac in ~vector (this=0x7f5b91519b38, __in_chrg=<value optimised out>) at /usr/include/c++/4.4/bits/stl_vector.h:313
#5  0x00000000005fc254 in ~SCP_vector (this=0x7f5b91519b38, __in_chrg=<value optimised out>) at ./globalincs/vmallocator.h:91
#6  0x00000000005fc3c4 in ~red_alert_ship_status (this=0x7f5b91519b10, __in_chrg=<value optimised out>) at ./missionui/redalert.h:36
#7  0x00000000005fe768 in SCP_vm_allocator<red_alert_ship_status>::destroy (this=0x10660e0, p=0x7f5b91519b10) at ./globalincs/vmallocator.h:35
#8  0x00000000005fdf23 in std::_Destroy<red_alert_ship_status*, SCP_vm_allocator<red_alert_ship_status> > (__first=0x7f5b91519b10, __last=0x7f5babfff010, __alloc=...) at /usr/include/c++/4.4/bits/stl_construct.h:134
#9  0x00000000005fd770 in std::vector<red_alert_ship_status, SCP_vm_allocator<red_alert_ship_status> >::_M_insert_aux (this=0x10660e0, __position=..., __x=...) at /usr/include/c++/4.4/bits/vector.tcc:359
#10 0x00000000005fc7f6 in std::vector<red_alert_ship_status, SCP_vm_allocator<red_alert_ship_status> >::push_back (this=0x10660e0, __x=...) at /usr/include/c++/4.4/bits/stl_vector.h:741
#11 0x00000000007244b9 in pilotfile::csg_read_redalert (this=0x12ea6c0) at pilotfile/csg.cpp:852
#12 0x0000000000725cc3 in pilotfile::load_savefile (this=0x12ea6c0, campaign=0xf513c0 "FreeSpace2") at pilotfile/csg.cpp:1322
#13 0x00000000005a3b3a in mission_campaign_load (filename=0xd651e0 "FreeSpace2.fc2", pl=0x12ebca0, load_savefile=1) at mission/missioncampaign.cpp:637
#14 0x00000000005a5edb in mission_load_up_campaign (pl=0x12ebca0) at mission/missioncampaign.cpp:1660
#15 0x000000000059103a in sim_room_init () at menuui/readyroom.cpp:1059
#16 0x0000000000416937 in game_enter_state (old_state=7, new_state=20) at freespace2/freespace.cpp:6152
#17 0x00000000004b1588 in gameseq_set_state (new_state=20, override=0) at gamesequence/gamesequence.cpp:282
#18 0x000000000041566e in game_process_event (current_state=7, event=58) at freespace2/freespace.cpp:5201
#19 0x00000000004b1a7e in gameseq_process_events () at gamesequence/gamesequence.cpp:397
#20 0x0000000000417fb9 in game_main (cmdline=0x27d42c0 "") at freespace2/freespace.cpp:7207
#21 0x000000000041818e in main (argc=1, argv=0x7fff79defa18) at freespace2/freespace.cpp:7347
(gdb)

I wonder if this is being caused by the new pilot code in antipodes 8?  It looks to me like the problem originated from something in the red alert handling within the pilot code... then again, I really don't know much about what I'm doing here...
« Last Edit: August 04, 2011, 08:16:48 am by niffiwan »
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline niffiwan

  • 211
  • Eluder Class
Re: How long should it take to generate a debug log?
I think I've identified part of the problem, I have a seriously fubar'd pilot file.  Somehow part of it has managed to reach nearly 1GB in size.  :eek2:

Code: [Select]
$ ls -lh /home/quenten/.fs2_open/data/players/Niffi-ant8.FreeSpace2.csg
-rw-r--r-- 1 quenten quenten 969M 2011-08-09 20:20 /home/quenten/.fs2_open/data/players/Niffi-ant8.FreeSpace2.csg

I'm going to try to reproduce this to get a better idea of what could have caused it...

At least this explains why the debug build was hanging for 30+ mins without doing anything, nothing to do with the debug build at all, just an out of memory PC thrashing itself to death! :D

Edit: Just for a laugh, here's the number of times that the string 'Alpha 1' appears in that file... nearly 8 million times...
Code: [Select]
$ strings Niffi-ant8.FreeSpace2.csg.wtf | grep 'Alpha 1' | wc -l
7995394
« Last Edit: August 09, 2011, 06:01:02 am by niffiwan »
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...