Author Topic: HEAP CORRUPTION DETECTED  (Read 4543 times)

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Offline Droid803

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HEAP CORRUPTION DETECTED


that is all

(i have no ****ing clue what that means)
« Last Edit: June 25, 2013, 02:44:11 am by Droid803 »
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Offline MatthTheGeek

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Thanks for giving so much information. I'm sure it will be very helpful.
People are stupid, therefore anything popular is at best suspicious.

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Offline Droid803

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okay, this is as much as I know:

CTD on normal build (FSO has stopped working)
This appears on debug (nothing in fs2_open.log, no debug errors)

Happens about 50% of the time? Thing is it happens sometimes, it doesn't happens sometimes.

I'd give you more information, but FSO doesn't want to give me any more information to give you, you see.

If you want my wild fingerpointing guesses:
- HYPERSPACE
- some collision ****ery?
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Offline CommanderDJ

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You say it happens about 50% of the time. In the times it does happen, is it during a consistent set of circumstances? Are you doing anything in particular when it crashes?
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
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[17:00] <RangerKarl> same thing really, if you think about it

 

Offline jg18

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If it's heap corruption, then the crash is presumably just when the corruption is detected. It might have actually occurred well before that.

Not keeping your heap neat and tidy, are you, Droid? :nono:

Does it ever occur with RC1? If not, that's potentially a good sign, especially since the changelog for RC2 is relatively short (it even fit in one post).

SCP coders: I bet PVS-Studio is good at detecting red flags for things like this. Just another reason for forward momentum on a second run of that...
« Last Edit: June 25, 2013, 02:36:59 am by jg18 »

 

Offline Droid803

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Ther3e's a somewhat consistent chain of circumstances that cause it to happen, but it's never exactly the same time and place...probably because of the aformetioned corruption detection casuing the crash?
I'll give it a try with RC1, but I think this may have been around for a long time...not sure.
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Offline jg18

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A call stack is always helpful if you can get that (instructions).

You might not even need to set up TortoiseSVN, rather just get the Source Code Export from the RC2 release thread and use the VS2010 project there. I think 7-Zip can open .tgz files.

 

Offline Droid803

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Re: HEAP CORRUPTION DETECTED
Just got it to happen with RC1.
I'll try to get a call stack tomorrow, or rather today since it's nearing 1am...(done it before, but will need to get the whole environment setup again due to HDD change)
« Last Edit: June 25, 2013, 02:44:49 am by Droid803 »
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Re: HEAP CORRUPTION DETECTED
There's a somewhat consistent chain of circumstances that cause it to happen
Out of curiosity, what are these mysterious (but nonetheless vitally important for diagnostics :P ) steps to reproduce?

 

Offline Droid803

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Re: HEAP CORRUPTION DETECTED
Well, it *generally* happens either when: a ship arrives via hyperspace-type warpin, or if there is a collision between two ships at high velocities, hence my two suspicions listed above.
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Offline Droid803

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Re: HEAP CORRUPTION DETECTED
(´・ω・`)
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Offline Echelon9

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Re: HEAP CORRUPTION DETECTED
Thanks, that's useful to narrow it down to a particular area of the code -- even if the actual heap corruption is happening elsewhere prior to that.

It would be a big help if we could reproduce the crash, could you send a debug log created from a crashing playthrough with a Debug build?

 

Offline Droid803

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Re: HEAP CORRUPTION DETECTED
http://pastebin.com/E0Tb6HGQ
Yes that's the whole thing, it just ends with a bunch of "nothing ok to fire" which IIRC is totally normal during gameplay.
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Offline Echelon9

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Re: HEAP CORRUPTION DETECTED
This bug might be quite hard to fix without either:
  • Mission C4C4 from loliquest -- per the fs2open.log this is the mission which the crash occurred in, or
  • A MedaiVPs-based small repro mission that reliably causes the same crash.

We can discuss by PM if easier.

 

Offline Droid803

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Re: HEAP CORRUPTION DETECTED
Oh, it seems to be docking-related.
I could attach the mission if you want, but here's some relevant information:


I have a AK FR Cintamani warping in via hyperspace (star wars) style warping with the following setup:

Tail <- Docks <- Head
the Docks module has three transports docked to it in addition to the head (The tail is the one with the 'arrival cue')
Shortly after arrival, the three transports are jettisoned and given orders to fly waypoints.


The crash itself occurs either when the train warps in (during a cutscene ~30 seconds into the mission), or later during the mission after the train and the transports have been ship-vanished at the end of the cutscene.


EDIT:
if anyone on SCP wants to actually play through the mission with the modpack and all to pinpoint the error, could give SVN access.
if the mission file is all you want I can just post it.
« Last Edit: June 30, 2013, 11:53:12 pm by Droid803 »
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Offline Echelon9

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Re: HEAP CORRUPTION DETECTED
Given the mission is likely using custom assets and tables, the full modpack would be easiest to debug with.

Unless you're able to recreate the crash with MediaVPs assets and a simple test mission?

 

Offline Goober5000

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Re: HEAP CORRUPTION DETECTED
EDIT:
if anyone on SCP wants to actually play through the mission with the modpack and all to pinpoint the error, could give SVN access.
if the mission file is all you want I can just post it.

I'd like to play through the mission with the modpack and everything.  Send me a PM.

 

Offline Echelon9

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Re: HEAP CORRUPTION DETECTED
Droid803, I have a code patch that fixes this Mantis 2897 issue. Thanks for providing the mod data, it would have been very hard to track down without it.

Goober5000 is currently assigned for a code review, and then it should be added as one of the few remaining fixes for 3.7.0 Final.

 

Offline Goober5000

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Re: HEAP CORRUPTION DETECTED
I'll be able to look at those in a few hours. :yes: