Opened 17 years ago

Closed 17 years ago

Last modified 17 years ago

#3525 closed defect (fixed)

FT: Crash/hangup at Corley Motor factory

Reported by: SF/djdiabolik Owned by: cyxx
Priority: blocker Component: Engine: SCUMM
Version: Keywords:
Cc: Game: Full Throttle

Description

ScummVM version: 0.11.0svn (Dec 19 2007 12:56:45) Language of Game: Italian CD Version Platform: Win32 played on Windows XP Sp2

Detail of Crash: 1) Please load the savegame i have attach here 2) At this point go to on back of the factory of Corley Motor 3) At this point the game goes on crash: - When i try to SaveGame here - When i try to kick the wall - When i try to look some object here

In most case i will back on desktop of my XP or i can use the task manager for close the ScummVM for back on my Desktop.....

I can aspect for your support.. thanks.

Ticket imported from: #1854550. Ticket imported from: bugs/3525.

Attachments (5)

ft-it.s11 (21.0 KB ) - added by SF/djdiabolik 17 years ago.
Use this savegame and read my istruction for found a bug....thanks
debug_1.txt (7.4 KB ) - added by SF/djdiabolik 17 years ago.
ft-it.s10 (27.3 KB ) - added by SF/djdiabolik 17 years ago.
debug_2.txt (32.2 KB ) - added by SF/djdiabolik 17 years ago.
1854550.diff (915 bytes ) - added by cyxx 17 years ago.

Download all attachments as: .zip

Change History (44)

by SF/djdiabolik, 17 years ago

Attachment: ft-it.s11 added

Use this savegame and read my istruction for found a bug....thanks

comment:1 by fingolfin, 17 years ago

Summary: Crash at this SaveGame..FT: Crash in italian version at Corley Motor factory

comment:2 by SF/djdiabolik, 17 years ago

Thanks @all for change the title of topic......

comment:3 by SF/djdiabolik, 17 years ago

Hi boys...i need an info... i can continue to play the storyline with this problems/bug ?? or I have to must make something in this rooms for continue the game ?

comment:4 by SF/djdiabolik, 17 years ago

Please don't spoiler me the solution.. aswer only yes or not :)

comment:5 by SF/djdiabolik, 17 years ago

Nothing for this Bug ???

comment:6 by SF/djdiabolik, 17 years ago

Priority: normalblocker

by SF/djdiabolik, 17 years ago

Attachment: debug_1.txt added

comment:7 by SF/djdiabolik, 17 years ago

I have run this game with the Debug Command Line. When i try to load this savegame the game goes in crash and i will back on desktop of my XP....

File Added: debug_1.txt

comment:8 by sev-, 17 years ago

Please, DO NOT PLAY with priorities.

comment:9 by sev-, 17 years ago

Priority: blockerlow

by SF/djdiabolik, 17 years ago

Attachment: ft-it.s10 added

comment:10 by SF/djdiabolik, 17 years ago

I try to reach this point from a previous savegames... at the load of state don't goes on crash but goes on crash at same point and in same mode.... find a solution please :( File Added: ft-it.s10

comment:11 by SF/djdiabolik, 17 years ago

Priority: lowblocker

by SF/djdiabolik, 17 years ago

Attachment: debug_2.txt added

comment:12 by SF/djdiabolik, 17 years ago

This is the Debug text file make when using the ft-it.s10 File Added: debug_2.txt

comment:13 by fingolfin, 17 years ago

Changing priority back again to 3. Please do not touch it.

Sorry, we can't work miracles. None of us has the italian FT version, and so we may not be able to reproduce the issue at all. Also, it's christmas, and even us ScummVM developers have a family etc. and may not devote as much time to fixing bugs as you may wish for :)

Those debug output files are of no use, I am afraid. They do not contain any information about whatever causes ScummVM to crash/lockup. One probably has to run a real debugger on it to find out more.

comment:14 by fingolfin, 17 years ago

Priority: blockerlow

comment:15 by SF/djdiabolik, 17 years ago

ok but i can continue to play the games with this problems ??? or in this point i need to do sometime for continue the story ?

comment:16 by sev-, 17 years ago

Owner: set to sev-
Status: newpending

comment:17 by sev-, 17 years ago

Please, provide md5s and file sizes of follwoing files:

ft.la1 monster.sou

You can get Windows md5 utility here: http://www.pc-tools.net/win32/md5sums/

I can not reproduce it here.

comment:18 by SF/djdiabolik, 17 years ago

Status: pendingnew

comment:19 by SF/djdiabolik, 17 years ago

Md5 of FT.LA1... you can view a snapshot of my dosprompt here: http://img175.imageshack.us/img175/1858/ftla1dv3.jpg

The FileSize of FT.LA1 it's 148MB (155.672.400 byte)

Md5 of Monster.sou here: http://img175.imageshack.us/img175/8218/monstersouct6.jpg

The Filesize of MONSTER.SOU it's 94.7MB (99.332.920 Byte)

i don't have understand.... if you go at rear of corley motors factory and try to kick the wall you don't my same bug ???

comment:20 by sev-, 17 years ago

The md5s are same.

It works well under FreeBSD, Ben kicks the Wall.

Though I tested under Windows XP and got a hang. Weird.

comment:21 by sev-, 17 years ago

OK, further testing showed that this is not version-specific. Looks like a regression.

Bootparam 800, leave discussion with Mo (last option), leave the room, then go behind the factory and kick the wall. It will hang up.

This is release critical, raising priority.

Travis, if you can take a look into it, please do, otherwise unassign.

comment:22 by sev-, 17 years ago

Owner: changed from sev- to Kirben
Priority: lowblocker
Summary: FT: Crash in italian version at Corley Motor factoryFT: Crash/hangup at Corley Motor factory

comment:23 by Kirben, 17 years ago

This looks like a regression in iMuse digital code, the last debug output is: (61:2000:0xE231): Script 2000, offset 0xe231: [74] o6_startSound() (61:2000:0xE231): pop 407 (61:2000:0xE231): startSfx(407) (61:2000:0xE231): IMuseDigital::startSound(407) (61:2000:0xE231): IMuseDigital::allocSlot(): All slots are full (61:2000:0xE231): IMuseDigital::allocSlot(): Removed sound 409 from track 2 (61:2000:0xE231): Locking mutex IMuseDigital::flushTracks() (61:2000:0xE231): flushTracks() (61:2000:0xE231): Unlocking mutex IMuseDigital::flushTracks()

The last three lines are endlessly repeated.

Compared to the debug output in ScummVM 0.10.0: (61:2000:0xE231): Script 2000, offset 0xe231: [74] o6_startSound() (61:2000:0xE231): pop 407 (61:2000:0xE231): startSfx(407) (61:2000:0xE231): IMuseDigital::startSound(407) (61:2000:0xE231): ensureResourceLoaded(Sound,407) (61:2000:0xE231): getResourceAddress(Sound,407) == 020A700C (61:2000:0xE232): Script 2000, offset 0xe232: [1] o6_pushWord() (61:2000:0xE234): push 12 (61:2000:0xE235): Script 2000, offset 0xe235: [1] o6_pushWord() (61:2000:0xE237): push 407 (61:2000:0xE238): Script 2000, offset 0xe238: [1] o6_pushWord() (61:2000:0xE23A): push 1792 (61:2000:0xE23B): Script 2000, offset 0xe23b: [1] o6_pushWord() (61:2000:0xE23D): push 30 (61:2000:0xE23E): Script 2000, offset 0xe23e: [1] o6_pushWord() (61:2000:0xE240): push 4 (61:2000:0xE241): Script 2000, offset 0xe241: [AC] o6_soundKludge() (61:2000:0xE241): pop 4 (61:2000:0xE241): pop 30 (61:2000:0xE241): pop 1792 (61:2000:0xE241): pop 407 (61:2000:0xE241): pop 12 (61:2000:0xE241): Locking mutex IMuseDigital::setPan() (61:2000:0xE241): IMuseDigital::setPan(407, 30) (61:2000:0xE241): Unlocking mutex IMuseDigital::setPan()

comment:24 by Kirben, 17 years ago

Owner: Kirben removed

comment:25 by sev-, 17 years ago

Owner: set to aquadran

comment:26 by Kirben, 17 years ago

Owner: changed from aquadran to cyxx

comment:27 by Kirben, 17 years ago

The lockup when kicking the wall behind the factory, is caused by iMuse digital changes made by cyx in revision 29705.

comment:28 by cyxx, 17 years ago

My changes have been reverted/removed since revision 30111.

But there's a problem with current SVN code, in IMuseDigital::allocSlot(), there shouldn't be any references to _mutex (the _mutex.unlock() and _mutex.lock() lines should be removed).

comment:29 by SF/djdiabolik, 17 years ago

I don't have understand nothing how i can do for pass this bug, now i try to install the today SVN :) Thanks for all your support.

comment:30 by cyxx, 17 years ago

Ignore my previous statement, looks like allocSlot() is always called with the _mutex locked on, so there should be no problem.

But, I am unable to reproduce the issue. Kirben, are those debug traces made with a recent SVN snapshot ? (I fail to see how/why there is an infinite loop on flushTracks() with current code).

comment:31 by sev-, 17 years ago

Yes, I tested it with yesterday's SVN, and I always have the hang, but only with daily build under Win32. With my own builds under FreeBSD the game behaves as usual.

by cyxx, 17 years ago

Attachment: 1854550.diff added

comment:32 by cyxx, 17 years ago

ah indeed, the problem is in the branch (and easily reproducable in fast mode). attached a patch, which fixes the problem for me (race between allocSlot and flushTracks while loop) File Added: 1854550.diff

comment:33 by SF/djdiabolik, 17 years ago

OK... how i can use this .diff file ?

I have the ScummVM 0.11.0pre (Jan 3 2008 20:57:32)

comment:34 by fingolfin, 17 years ago

That patch looks good, cyx (I fixed the same bug in the trunk with my recent iMuse Digital bug fix patch, but I didn't want to push it to the branch (yet) as it may cause regressions, and we are in a freeze, after all).

djdiabolik: If you compile ScummVM from source, you can apply the patch to the source then recompile. If you don't understand what that means: Don't worry at all, just wait for us to tell you that it's fixed ;)

comment:35 by fingolfin, 17 years ago

I commited this and another patch to SVN.

DjDiabolik, please try with the next daily build.

comment:36 by SF/djdiabolik, 17 years ago

This Daily Build 0.11.0pre (Jan 4 2008 10:38:44) or the daily or tomorrow ?

comment:37 by SF/djdiabolik, 17 years ago

I have try with the daily build already said........ when i try to kick the walls............... NO CRASH!!! it's all ok.. Thanks boys, now i'm back to play this game.

comment:38 by Kirben, 17 years ago

Resolution: fixed
Status: newclosed

comment:39 by SF/djdiabolik, 17 years ago

I have finished this fantastic adventure... thanks for all your support.

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