Anixias
Member
Hi, all.
I'm making a game in GMS2.3 (IDE v2.3.1.536, Runtime v2.3.1.406).
The crash occurs with both VM (in normal mode and using the Debugger) and YYC.
I don't recall this issue happening until I updated from 2.3 to 2.3.1, and it seems to be of no fault of my code.
The basics are like this:
I have a whole lot of stuff going on all over the place. A window system that calls embedded functions on its elements, nested surface rendering, etc. etc.
This crash is very very unpredictable. 75% of the time, it doesn't crash. The other 25%, it freezes the game for about 2 seconds, then crashes.
It only occurs after you choose a character, it loads the maps, and pops open the map selection window. However, it doesn't usually crash immediately. It can take anywhere from 0 ~ 2 seconds before it freezes, then closes.
Here is my relevant output log:
I include my debug messages for the last few full steps before the crash. There seems to be no way to reproduce this reliably. Sometimes it crashes, sometimes it doesn't. I can crash, then immediately run the game again and not crash, following the exact same menu steps.
There are no errors in the output log from the build step.
There is literally no code between "GameManager:: DrawGUIEnd -- end" and "GameManager::BeginStep -- begin". It goes straight from that one debug message to the next, verified by running the debugger line by line. It just closes with no error. The unhandled exception function doesn't catch it.
Things I've tried:
- Cleaning the cache about a million times
- Deleting and reinstalling the runtime
- Commenting out the unhandled exception script
- Adding a billion debug messages everywhere to pinpoint the crash (and as such, I discovered it's crashing between two events, with none of my code running before it closes)
- Checking memory usage (max is 37 MB)
- Running with gml_release_mode(true); and false
- VM, YYC, Debugger, release configuration, Default configuration
- Running through the map loader line-by-line (before I found out it's crashing between the Draw GUI End and Begin Step events)
Notes:
I have one manager object, obj_game_manager, that manages everything in the game. There are no objects that run their own code external to the influence of this manager object. Nothing is running Draw Gui End or Begin Step code except this object, so there is literally nothing happening between those two events, where it crashes.
I'm making a game in GMS2.3 (IDE v2.3.1.536, Runtime v2.3.1.406).
The crash occurs with both VM (in normal mode and using the Debugger) and YYC.
I don't recall this issue happening until I updated from 2.3 to 2.3.1, and it seems to be of no fault of my code.
The basics are like this:
I have a whole lot of stuff going on all over the place. A window system that calls embedded functions on its elements, nested surface rendering, etc. etc.
This crash is very very unpredictable. 75% of the time, it doesn't crash. The other 25%, it freezes the game for about 2 seconds, then crashes.
It only occurs after you choose a character, it loads the maps, and pops open the map selection window. However, it doesn't usually crash immediately. It can take anywhere from 0 ~ 2 seconds before it freezes, then closes.
Here is my relevant output log:
Code:
GameManager::BeginStep -- begin
GameManager::BeginStep::input::process -- begin
GameManager::BeginStep::input::process -- end
GameManager::BeginStep::state::process -- begin
GameManager::BeginStep::state::process -- end
GameManager::BeginStep::__GLOBAL::windows[0]::process -- begin
GameManager::BeginStep::__GLOBAL::windows[0]::process -- end
GameManager::BeginStep -- end
GameManager::Step -- begin
GameManager::Step -- end
GameManager::PreDraw -- begin
GameManager::PreDraw -- end
GameManager::DrawGUI -- begin
GameManager::DrawGUI -- end
GameManager::DrawGUIEnd -- begin
GameManager::DrawGUIEnd -- end
GameManager::BeginStep -- begin
GameManager::BeginStep::input::process -- begin
GameManager::BeginStep::input::process -- end
GameManager::BeginStep::state::process -- begin
GameManager::BeginStep::state::process -- end
GameManager::BeginStep::__GLOBAL::windows[0]::process -- begin
GameManager::BeginStep::__GLOBAL::windows[0]::process -- end
GameManager::BeginStep -- end
GameManager::Step -- begin
GameManager::Step -- end
GameManager::PreDraw -- begin
GameManager::PreDraw -- end
GameManager::DrawGUI -- begin
GameManager::DrawGUI -- end
GameManager::DrawGUIEnd -- begin
GameManager::DrawGUIEnd -- end
GameManager::BeginStep -- begin
GameManager::BeginStep::input::process -- begin
GameManager::BeginStep::input::process -- end
GameManager::BeginStep::state::process -- begin
GameManager::BeginStep::state::process -- end
GameManager::BeginStep::__GLOBAL::windows[0]::process -- begin
GameManager::BeginStep::__GLOBAL::windows[0]::process -- end
GameManager::BeginStep -- end
GameManager::Step -- begin
GameManager::Step -- end
GameManager::PreDraw -- begin
GameManager::PreDraw -- end
GameManager::DrawGUI -- begin
GameManager::DrawGUI -- end
GameManager::DrawGUIEnd -- begin
GameManager::DrawGUIEnd -- end
Y:\textbased_rpg_41D95E3A_YYC\textbased_rpg.exe exited with non-zero status (-1073741819)
elapsed time 00:01:33.1102722s for command "C:\ProgramData/GameMakerStudio2/Cache/runtimes\runtime-2.3.1.406/bin/Igor.exe" -j=128 -options="C:\Users\Anixias\AppData\Local\GameMakerStudio2\GMS2TEMP\build.bff" -q -- Windows Run started at 12/10/2020 14:57:23
"cmd" /c subst Z: /d
elapsed time 00:00:00.0429309s for command "cmd" /c subst Z: /d started at 12/10/2020 14:58:56
"cmd" /c subst Y: /d
elapsed time 00:00:00.0449285s for command "cmd" /c subst Y: /d started at 12/10/2020 14:58:56
"cmd" /c subst X: /d
elapsed time 00:00:00.0424329s for command "cmd" /c subst X: /d started at 12/10/2020 14:58:56
FAILED: Run Program Complete
For the details of why this build failed, please review the whole log above and also see your Compile Errors window.
There are no errors in the output log from the build step.
There is literally no code between "GameManager:: DrawGUIEnd -- end" and "GameManager::BeginStep -- begin". It goes straight from that one debug message to the next, verified by running the debugger line by line. It just closes with no error. The unhandled exception function doesn't catch it.
Things I've tried:
- Cleaning the cache about a million times
- Deleting and reinstalling the runtime
- Commenting out the unhandled exception script
- Adding a billion debug messages everywhere to pinpoint the crash (and as such, I discovered it's crashing between two events, with none of my code running before it closes)
- Checking memory usage (max is 37 MB)
- Running with gml_release_mode(true); and false
- VM, YYC, Debugger, release configuration, Default configuration
- Running through the map loader line-by-line (before I found out it's crashing between the Draw GUI End and Begin Step events)
Notes:
I have one manager object, obj_game_manager, that manages everything in the game. There are no objects that run their own code external to the influence of this manager object. Nothing is running Draw Gui End or Begin Step code except this object, so there is literally nothing happening between those two events, where it crashes.
Last edited: