#3525 closed defect (fixed)
FT: Crash/hangup at Corley Motor factory
Reported by: | SF/djdiabolik | Owned by: | cyxx |
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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)
Change History (44)
by , 17 years ago
comment:1 by , 17 years ago
Summary: | Crash at this SaveGame.. → FT: Crash in italian version at Corley Motor factory |
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comment:3 by , 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:6 by , 17 years ago
Priority: | normal → blocker |
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by , 17 years ago
Attachment: | debug_1.txt added |
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comment:7 by , 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:9 by , 17 years ago
Priority: | blocker → low |
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by , 17 years ago
comment:10 by , 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 , 17 years ago
Priority: | low → blocker |
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by , 17 years ago
Attachment: | debug_2.txt added |
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comment:12 by , 17 years ago
This is the Debug text file make when using the ft-it.s10 File Added: debug_2.txt
comment:13 by , 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 , 17 years ago
Priority: | blocker → low |
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comment:15 by , 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 , 17 years ago
Owner: | set to |
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Status: | new → pending |
comment:17 by , 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 , 17 years ago
Status: | pending → new |
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comment:19 by , 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 , 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 , 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 , 17 years ago
Owner: | changed from | to
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Priority: | low → blocker |
Summary: | FT: Crash in italian version at Corley Motor factory → FT: Crash/hangup at Corley Motor factory |
comment:23 by , 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 , 17 years ago
Owner: | removed |
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comment:25 by , 17 years ago
Owner: | set to |
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comment:26 by , 17 years ago
Owner: | changed from | to
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comment:27 by , 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 , 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 , 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 , 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 , 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 , 17 years ago
Attachment: | 1854550.diff added |
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comment:32 by , 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 , 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 , 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 , 17 years ago
I commited this and another patch to SVN.
DjDiabolik, please try with the next daily build.
comment:36 by , 17 years ago
This Daily Build 0.11.0pre (Jan 4 2008 10:38:44) or the daily or tomorrow ?
comment:37 by , 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 , 17 years ago
Resolution: | → fixed |
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Status: | new → closed |
comment:39 by , 17 years ago
I have finished this fantastic adventure... thanks for all your support.
Use this savegame and read my istruction for found a bug....thanks