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  • Fat Cerberus
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Re: minisphere 1.5.3
Reply #765
And for your little demo game?
neoSphere 5.9.2 - neoSphere engine - Cell compiler - SSj debugger
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Re: minisphere 1.5.3
Reply #766

And for your little demo game?


Sorry, I forgot, here it is:

Code: [Select]

Parsing command line
  Game path: <none provided>
  Frameskip limit: 5 frames
  CPU throttle: ON
  Console verbosity: L4

Initializing Allegro
Initializing Dyad
Loading system configuration
Opening File 0 as '~sys/system.ini'
Initializing async manager
Initializing Mersenne Twister
Seeding MT19937 (1437426614)
Initializing Galileo
Initializing Audialis
Creating new Mixer 0 at 44 kHz
  Format: 2ch 44100 Hz, 16-bit
Incrementing Mixer 0 refcount, new: 1
Initializing input
Opening File 1 as '~sys/../minisphere.conf'
Reading key 'keymap_Player1_MENU' from File 1
Reading key 'keymap_Player1_UP' from File 1
Reading key 'keymap_Player1_DOWN' from File 1
Reading key 'keymap_Player1_LEFT' from File 1
Reading key 'keymap_Player1_RIGHT' from File 1
Reading key 'keymap_Player1_A' from File 1
Reading key 'keymap_Player1_B' from File 1
Reading key 'keymap_Player1_X' from File 1
Reading key 'keymap_Player1_Y' from File 1
Reading key 'keymap_Player2_MENU' from File 1
Reading key 'keymap_Player2_UP' from File 1
Reading key 'keymap_Player2_DOWN' from File 1
Reading key 'keymap_Player2_LEFT' from File 1
Reading key 'keymap_Player2_RIGHT' from File 1
Reading key 'keymap_Player2_A' from File 1
Reading key 'keymap_Player2_B' from File 1
Reading key 'keymap_Player2_X' from File 1
Reading key 'keymap_Player2_Y' from File 1
Reading key 'keymap_Player3_MENU' from File 1
Reading key 'keymap_Player3_UP' from File 1
Reading key 'keymap_Player3_DOWN' from File 1
Reading key 'keymap_Player3_LEFT' from File 1
Reading key 'keymap_Player3_RIGHT' from File 1
Reading key 'keymap_Player3_A' from File 1
Reading key 'keymap_Player3_B' from File 1
Reading key 'keymap_Player3_X' from File 1
Reading key 'keymap_Player3_Y' from File 1
Reading key 'keymap_Player4_MENU' from File 1
Reading key 'keymap_Player4_UP' from File 1
Reading key 'keymap_Player4_DOWN' from File 1
Reading key 'keymap_Player4_LEFT' from File 1
Reading key 'keymap_Player4_RIGHT' from File 1
Reading key 'keymap_Player4_A' from File 1
Reading key 'keymap_Player4_B' from File 1
Reading key 'keymap_Player4_X' from File 1
Reading key 'keymap_Player4_Y' from File 1
File 1 no longer in use, deallocating
Initializing spriteset manager
Initializing map engine
Initializing persons manager
Initializing JavaScript
  Duktape v1.2.2
  Error evaluating compiler script
  RangeError: compiler recursion limit (line 8)
  CoffeeScript support not enabled
Initializing Sphere API
  v2.0 (minisphere 1.5.3)
  minisphere
  sphere-legacy-api
  sphere-obj-constructors
  sphere-obj-props
  sphere-audialis
  sphere-coffeescript
  sphere-commonjs
  sphere-galileo
  sphere-map-engine
  sphere-spherefs
  minisphere-async-api
  minisphere-galileo-shaders
  minisphere-new-sockets
  minisphere-rng-object
  frameskip-api
  set-script-function
Reading key 'Arrow' from File 0
Loading Image 0 as '~sys/pointer.png'
Reading key 'UpArrow' from File 0
Loading Image 1 as '~sys/up_arrow.png'
Reading key 'DownArrow' from File 0
Loading Image 2 as '~sys/down_arrow.png'
Reading key 'WindowStyle' from File 0
Reading 16x16 Image 3 from open file
Reading 16x16 Image 4 from open file
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Reading 16x16 Image 7 from open file
Reading 16x16 Image 8 from open file
Reading 16x16 Image 9 from open file
Reading 16x16 Image 10 from open file
Reading 16x16 Image 11 from open file
Setting up jump points for longjmp
Looking for a game to launch
Opening game '/Users/lux/dev/minisphere/bin/games/nmix/game.sgm'
  Title: NMix
  Author: NeoLogiX
  Resolution: 320x240
Creating render window
Loading Image 12 as '~sgm/icon.png'
  Failed to load Image 12Loading Image 12 as '~sys/icon.png'
Decrementing Image 12 refcount, new: 0
Image 12 no longer in use, deallocating
Opening File 2 as 'keymap.mini'
Reading key 'keymap_Player1_MENU' from File 2
Reading key 'keymap_Player1_UP' from File 2
Reading key 'keymap_Player1_DOWN' from File 2
Reading key 'keymap_Player1_LEFT' from File 2
Reading key 'keymap_Player1_RIGHT' from File 2
Reading key 'keymap_Player1_A' from File 2
Reading key 'keymap_Player1_B' from File 2
Reading key 'keymap_Player1_X' from File 2
Reading key 'keymap_Player1_Y' from File 2
Reading key 'keymap_Player2_MENU' from File 2
Reading key 'keymap_Player2_UP' from File 2
Reading key 'keymap_Player2_DOWN' from File 2
Reading key 'keymap_Player2_LEFT' from File 2
Reading key 'keymap_Player2_RIGHT' from File 2
Reading key 'keymap_Player2_A' from File 2
Reading key 'keymap_Player2_B' from File 2
Reading key 'keymap_Player2_X' from File 2
Reading key 'keymap_Player2_Y' from File 2
Reading key 'keymap_Player3_MENU' from File 2
Reading key 'keymap_Player3_UP' from File 2
Reading key 'keymap_Player3_DOWN' from File 2
Reading key 'keymap_Player3_LEFT' from File 2
Reading key 'keymap_Player3_RIGHT' from File 2
Reading key 'keymap_Player3_A' from File 2
Reading key 'keymap_Player3_B' from File 2
Reading key 'keymap_Player3_X' from File 2
Reading key 'keymap_Player3_Y' from File 2
Reading key 'keymap_Player4_MENU' from File 2
Reading key 'keymap_Player4_UP' from File 2
Reading key 'keymap_Player4_DOWN' from File 2
Reading key 'keymap_Player4_LEFT' from File 2
Reading key 'keymap_Player4_RIGHT' from File 2
Reading key 'keymap_Player4_A' from File 2
Reading key 'keymap_Player4_B' from File 2
Reading key 'keymap_Player4_X' from File 2
Reading key 'keymap_Player4_Y' from File 2
File 2 no longer in use, deallocating
Initializing shader support
Loading system font
Reading key 'Font' from File 0
Loading Font 0 as '~sys/system.rfn'
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Decrementing Image 13 refcount, new: 257
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Incrementing Font 0 refcount, new: 1
Calling game()

JS Error: game.js:6 - Error: Hello, mixer!
Shutting down map engine
Shutting down persons manager
Shutting down input
Shutting down Duktape
Shutting down Dyad
Shutting down spriteset manager
  Objects created: 0
  Cache hits: 0
Shutting down Audialis
Decrementing Mixer 0 refcount, new: 0
Mixer 0 no longer in use, deallocating
engine(37980,0x108c34000) malloc: *** error for object 0x7febeb812200: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
Abort trap: 6

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Re: minisphere 1.5.3
Reply #767
Okay, so in this case it's crashing trying to free the main mixer.  So why on earth does the stack contain no minisphere code whatsoever...?  The only thing I can think of is that some sort of exception is being raised and Allegro's shim for main() is catching it, obscuring the real source of the bug.

This is quite a stumper.
neoSphere 5.9.2 - neoSphere engine - Cell compiler - SSj debugger
forum thread | on GitHub

Re: minisphere 1.5.3
Reply #768
Or it's on a different thread.

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Re: minisphere 1.5.3
Reply #769

Or it's on a different thread.


That's what I suspected at first too, but the stack says otherwise: there's a call_user_main() in there, which wouldn't make sense for a worker thread, and I also see an exit() in there, so it's running atexit stuff.  Looks like the main thread to me.

Wait a minute!  I seem to remember that Duktape calls abort() in the case of unrecoverable errors.  Allegro isn't throwing any asserts even though it's clearly a debug build (Allegro source shown in lldb), which means I may be barking up the wrong tree.  CoffeeScript triggered a recursion error during startup, while it works normally here.  So something wonky may actually be going on in Duktape...

NEO, add this define to the top of duktape.c:
Code: (c) [Select]
#define DUK_OPT_ASSERTIONS


And recompile.  See if any asserts fail.
neoSphere 5.9.2 - neoSphere engine - Cell compiler - SSj debugger
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Re: minisphere 1.5.3
Reply #770
So something wonky may actually be going on in Duktape...

NEO, add this define to the top of duktape.c:
Code: (c) [Select]
#define DUK_OPT_ASSERTIONS


And recompile.  See if any asserts fail.


The console output doesn't show any failed asserts, no.

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Re: minisphere 1.5.3
Reply #771
Hm, well it was worth a shot at least.  Having studied your backtrace AGAIN (it was very illuminating, thanks!), I notice an exit() call in there.  So something, somewhere is calling, I assume abort() in response to the crash, and that could be why main is no longer on the stack (do exit()/abort() unwind the stack?).  That's why I suspected Duktape, because I know it will do so in case of an unrecoverable error.

I find it interesting that it still crashes in response to canceling the file dialog, but in a different spot than the crash on shutdown.  I'm curious now, will it run normally if you give it an actual game (not a Hello World stub) to run and only crash on shutdown, or would issues show up sooner...

By the way, not related to the crash, but could you add a define for DUK_OPT_DEEP_C_STACK to duktape.c and let me know if CoffeeScript starts working again (i.e. the RangeError disappears)?
  • Last Edit: July 21, 2015, 09:12:15 am by Lord English
neoSphere 5.9.2 - neoSphere engine - Cell compiler - SSj debugger
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Re: minisphere 1.5.3
Reply #772

By the way, not related to the crash, but could you add a define for DUK_OPT_DEEP_C_STACK to duktape.c and let me know if CoffeeScript starts working again (i.e. the RangeError disappears)?

The RangeError does indeed disappear, yes.

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Re: minisphere 1.5.3
Reply #773
Thanks. :D

Now if only I could figure out what's causing these crashes...  I won't rule out that the bug is on my end.  I know I've encountered similar issues in the past where things that should fail end up working on Windows preventing me from reproducing them.  For instance, a while ago DaVince discovered a crash in 1.2.2 that I couldn't reproduce, caused by a double call to fclose().  This has the same effect as a double free in Linux but in Windows it doesn't raise any red flags whatsoever--it succeeds without complaint.  I only figured it out after poring over the RawFile code for a while.
neoSphere 5.9.2 - neoSphere engine - Cell compiler - SSj debugger
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Re: minisphere 1.5.3
Reply #774

Thanks. :D

Now if only I could figure out what's causing these crashes...  I won't rule out that the bug is on my end.  I know I've encountered similar issues in the past where things that should fail end up working on Windows preventing me from reproducing them.  For instance, a while ago DaVince discovered a crash in 1.2.2 that I couldn't reproduce, caused by a double call to fclose().  This has the same effect as a double free in Linux but in Windows it doesn't raise any red flags whatsoever--it succeeds without complaint.  I only figured it out after poring over the RawFile code for a while.


If I could understand Allegro better I would help poring over Audialis, since if it likely ends up being a double free to allegro_audio it's almost certainly there.

*sigh* I am so far behind in my independent programming studies and now currently lack motivation to learn anything useful :'(

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Re: minisphere 1.6.0
Reply #775
minisphere 1.6.0 is released.  See changelog for details.

The debugging feature should work, as it just uses the Duktape debug API.  A client needs to be written using Duktape's remote debug protocol to take advantage of it, however:
https://github.com/svaarala/duktape/blob/master/doc/debugger.rst
neoSphere 5.9.2 - neoSphere engine - Cell compiler - SSj debugger
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Re: minisphere 1.6.1
Reply #776
1.6.1 fixes a bug in the Sockets API where listening sockets wouldn't accept connections from IPv4 clients (including local clients, i.e. those connecting to 127.0.0.1).

I can also definitively say the debugging support in 1.6 works great.  I got a proof of concept plugin working in Sphere Studio that just sends a "resume" message to the engine.  The game runs upon receiving this message, so everything's in order so far!  Now to implement full debugger support in Sphere Studio... ;D
neoSphere 5.9.2 - neoSphere engine - Cell compiler - SSj debugger
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Re: minisphere 1.6.1
Reply #777
@NEO, regarding Audialis:
Looks like minisphere isn't at fault here after all, it's an Allegro bug:
https://www.allegro.cc/forums/thread/615559/1015654

Everyone else: The debugger is coming along nicely. :)  Pretty soon we'll all be able to debug Sphere games like any other app!
  • Last Edit: August 02, 2015, 03:06:41 am by Lord English
neoSphere 5.9.2 - neoSphere engine - Cell compiler - SSj debugger
forum thread | on GitHub

  • Fat Cerberus
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Re: minisphere 1.6.1
Reply #778
NEO, could you try building the latest Allegro from the github mirror and let me know if the crashes are gone?
neoSphere 5.9.2 - neoSphere engine - Cell compiler - SSj debugger
forum thread | on GitHub

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Re: minisphere 1.6.1
Reply #779
(building Allegro from Git on OS X for future reference: cd allegro5; git pull; mkdir build; cd build; cmake ..; sudo make install)


NEO, could you try building the latest Allegro from the github mirror and let me know if the crashes are gone?


Rebuilt Allegro, pulled latest minisphere, removed MNG stuff as usual (I'll eventually go find libmng and build it to resolve this bit), recompiled. Ran my one-liner and exits clean! Ran and canceled choosing a game and exits clean! Ran CellarRush.spk and got an error that it failed to load sound file '../music/dungeon-v2.ogg' and exits clean!

For reference, building Allegro has consistently given me warnings about inability to build in loading of many audio formats like vorbis and speed.

Alright! Except for me advancing on the MNG front and figuring out how to fix audio building without building all the libs from scratch (it'd be nice if homebrew would update Allegro) it seems Sphere on Mac can indeed progress further! Now to resume my Pang96 conversion... ;)