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:
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
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
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: