• Hey! Guest! The 40th (!!!) GMC Jam will take place between February 25th, 12:00 UTC to March 1st 12:00 UTC. Why not join in this very special anniversary jam! Click here to find out more!
  • Hello [name]! Thanks for joining the GMC. Before making any posts in the Tech Support forum, can we suggest you read the forum rules? These are simple guidelines that we ask you to follow so that you can get the best help possible for your issue.

Mac OSX YoYo Runner quit unexpectedly

b-wb

Member
Hey all

Interesting new issue today and last night

For the first time, I'm seeing my game close without a GMS error window to read from-- instead, it's shutting down entirely and Mac is giving me a crash report instead.

Here's what my crash report looks like:


Code:
Process:               Mac_Runner [1980]
Path:                  /Users/Shared/*/YoYo Runner.app/Contents/MacOS/Mac_Runner
Identifier:            com.yoyogames.macyoyorunner
Version:               2.3.401 (2.3.401)
Code Type:             X86-64 (Native)
Parent Process:        ??? [1]
Responsible:           Mac_Runner [1980]
User ID:               501

Date/Time:             2020-10-13 17:47:13.261 -0700
OS Version:            Mac OS X 10.15.7 (19H2)
Report Version:        12
Anonymous UUID:        A78D7322-3280-50A4-F213-9E008281B11E


Time Awake Since Boot: 11000 seconds

System Integrity Protection: enabled

Crashed Thread:        0  Dispatch queue: com.apple.main-thread

Exception Type:        EXC_BAD_ACCESS (SIGSEGV)
Exception Codes:       KERN_INVALID_ADDRESS at 0x0000000000000098
Exception Note:        EXC_CORPSE_NOTIFY

Termination Signal:    Segmentation fault: 11
Termination Reason:    Namespace SIGNAL, Code 0xb
Terminating Process:   exc handler [1980]

VM Regions Near 0x98:
-->
    __TEXT                 000000010ddf6000-000000010e4c5000 [ 6972K] r-x/r-x SM=COW  /Users/Shared/*/YoYo Runner.app/Contents/MacOS/Mac_Runner

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0   com.yoyogames.macyoyorunner       0x000000010df1c2af CInstance::SetImageIndexExt(float) + 159
1   com.yoyogames.macyoyorunner       0x000000010dfc49dc SV_ImageIndex(CInstance*, int, RValue*) + 44
2   com.yoyogames.macyoyorunner       0x000000010de29e3b DoPop(unsigned int, unsigned char*, unsigned char const*, VMExec*) + 3083
3   com.yoyogames.macyoyorunner       0x000000010de32b1b VM::ExecRelease(VMExec&, RValue*) + 251
4   com.yoyogames.macyoyorunner       0x000000010de329de VM::Exec(CCode*, YYObjectBase*, YYObjectBase*, RValue*, YYObjectBase*, int, RValue*, int, YYObjectBase*) + 2110
5   com.yoyogames.macyoyorunner       0x000000010de1234a ExecuteIt(CInstance*, CInstance*, CCode*, RValue*, int) + 250
6   com.yoyogames.macyoyorunner       0x000000010de12489 Code_Execute(CInstance*, CInstance*, CCode*, RValue*, int) + 9
The report actually goes on and on beyond that-- but I thought the first bit might be enough to work with-- I've saved a full crash report from last night as well and many of the details are the same.

I've done some googling and it looks like I can learn some things from this:

A: The crash happened because of bad memory access-- possibly reaching for an invalid address
B: The last thing that happened before the crash was something called "CInstance::SetImageIndexExt(float) + 159"

I think that this means my game is crashing due to an attempt to pull a sprite from somewhere it's not? I have no idea how I could have caused this. The bug started happening after introducing a new enemy type-- but at the same time as that I also introduced a new weapon that that enemy uses.

I assumed, before looking more closely, that the weapon was the issue because it had more experimental code in it, but no instances of said weapon were spawned when I got the bug again today and looked closer, finding this image thing. Now I don't think I've written any new code for accessing/choosing sprites, not that I can recall, so is it possible that the sprite's file is somehow corrupted?

EDIT: Even if I run it without the new enemy's sprite, the issue persists. It probably isn't related to the sprite itself. While I first ran into the issue after introducing this new enemy, I did do a lot of coding yesterday and a lot of it in my GUI renderer object. Now I am starting to think the problem is over there, so maybe I'll comment out all of the new stuff and see if that helps?

Going to keep looking into this but if anybody has any ideas/can shed some light on this, it would be much appreciated!

Bayd
 
Last edited:
Top