Ошибка unexpected mark stack overflow

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@Hamayama

@ivmai
ivmai

changed the title
Mingw 32bit: Unexpected mark stack overflow

Mingw 32bit: Unexpected mark stack overflow (8.0.2+)

Jan 15, 2019

ivmai

added a commit
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Jan 22, 2019

@ivmai

Issue #260 (bdwgc).

* mark.c [!NEED_FIXUP_POINTER] (GC_push_all_stack): Call
GC_push_all_eager() instead of GC_push_all() if GC_mark_stack_top is
rather close to GC_mark_stack_limit.

ivmai

added a commit
that referenced
this issue

Jan 28, 2019

@ivmai

Issue #260 (bdwgc).

* mark.c [!NEED_FIXUP_POINTER] (GC_push_all_stack): Call
GC_push_all_eager() instead of GC_push_all() if GC_mark_stack_top is
rather close to GC_mark_stack_limit.

ivmai

added a commit
that referenced
this issue

Jan 28, 2019

@ivmai

(a cherry-pick of commit c9381cc from 'release-8_0')

Issue #260 (bdwgc).

* mark.c [!(THREADS && MPROTECT_VDB) && !NEED_FIXUP_POINTER]
(GC_push_all_stack): Call GC_push_all_eager() instead of GC_push_all()
if GC_mark_stack_top is rather close to GC_mark_stack_limit.

ivmai

added a commit
that referenced
this issue

Jan 29, 2019

@ivmai

(a cherry-pick of commit 420a476 from 'release-7_6')

Issue #260 (bdwgc).

* mark.c [!(THREADS && MPROTECT_VDB)]
(GC_push_all_stack): Call GC_push_all_eager() instead of GC_push_all()
if GC_mark_stack_top is rather close to GC_mark_stack_limit.

ivmai

added a commit
that referenced
this issue

Jan 29, 2019

@ivmai

(a cherry-pick of commit 420a476 from 'release-7_6')

Issue #260 (bdwgc).

* mark.c [!(THREADS && MPROTECT_VDB)]
(GC_push_all_stack): Call GC_push_all_eager() instead of GC_push_all()
if GC_mark_stack_top is rather close to GC_mark_stack_limit.

Содержание

  1. Fatal error in gc unexpected mark stack overflow
  2. Mingw 32bit: Unexpected mark stack overflow (8.0.2+) #260
  3. Comments
  4. Fatal error in gc unexpected mark stack overflow
  5. Fatal error in gc unexpected mark stack overflow
  6. RimWorld
  7. Fatal error in gc unexpected mark stack overflow

Fatal error in gc unexpected mark stack overflow

It happens randomly on startup of the game (Not loading a save or starting a world) and on accepting and saving changes to a modlist.

Verifying the game or (Sometimes) restarting the PC fixes it, but I am not sure what to blame for it.

Yes I have mods installed but it doesn’t seem consistent.

Is anyone else getting a similar error?

Do you get it everytime?
Also do you have alot of mods or just a few?
And are any 1.3 version?

Cause I have alot and a handful are 1.3, but according to the comments they are working with 1.4 so I don’t think they are causing the overflow.

Just had my first Fatal Error in GC mid-gameplay (modded), just added VGP + Buildable Terrain and a stockpile limit mod to today’s play through about an hour ago or so.
The logs are referencing the usual library mods (Harmony), but also bills and stack limits in the crash stack traces (player log in appdata/user/LocalLow/LudeonStudios/ ..etc). So I’m going to remove the stockpile limit mod and see if it stops; Fingers crossed it’s just a mod derp.

Maybe see if any mods are being referenced in the crash stack trace. A stack trace gives an idea of what was being used at the time of the crash, it’s possible one of them involved could be responsible.

Edit: Haven’t had a re-occurrence of the error so far after disabling the stockpile limit mod.

Источник

Mingw 32bit: Unexpected mark stack overflow (8.0.2+) #260

Hello.
I’m using Gauche on Windows.
Recently, Gauche updated bdwgc to 8.0.2 and build/test error began to occur
on MSYS2/MinGW-w64 32bit environent.
(There is no problem on MSYS2/MinGW-w64 64bit environent.)
(Before update, Gauche used bdwgc 7.6.10 and there was no problem.)

The error message was shown in the message box as follows.
title: ‘Fatal error in GC’
message: ‘Unexpected mark stack overflow’

I tried to investigate this problem and found the following three points.

OS: Windows 8.1 (64bit)
DevTool: MSYS2/MinGW-w64 (32bit) (gcc version 7.3.0 (Rev2, Built by MSYS2 project))

gctest error (this might not be a real problem . )
I downloaded gc-8.0.2.tar.gz and tested it as follows.

Then, I tried to gctest repeatedly as follows.

Then, I tried testA and testB on the following versions and got almost the same results.
(testA was passed and testB had some errors)

  • gc master 7bfd248 (2019-1-5)
  • gc master e71ab76 (2018-9-5)
  • gc master 0846bf2 (2016-11-28) + libatomic_ops-7.6.8.tar.gz
  • gc-7.6.10.tar.gz + libatomic_ops-7.6.8.tar.gz
  • gc-7.6.8.tar.gz + libatomic_ops-7.6.8.tar.gz
  • gc-7.6.8.tar.gz + libatomic_ops-7.6.6.tar.gz
  • gc-7.4.16.tar.gz + libatomic_ops-7.4.12.tar.gz

The testB error log in .libs/gctest.gc.log had various patterns as follows.

  • ‘List reversal produced incorrect list — collector is broken’
  • ‘Wrong finalization data — collector is broken’
  • ‘Clobbered a leaf — collector is broken’
  • ‘Lost a node at level 3 — collector is broken’
  • ‘Lost a node at level 9 — collector is broken’
  • ‘Lost a node at level 11 — collector is broken’
  • ‘Lost a node at level 13 — collector is broken’

But, old Gauche using bdwgc 7.6.10 was no prolem.
So, I think this might not be a real problem .

‘munmap setting’
I tried ‘git bisect start e71ab76 c7837f8‘ and found the following commit.

  • gc master 1aabce0 (2018-4-14) ‘Enable memory unmapping by default’

I confirmed that the error occurs on Gauche since this commit.
So, I added configure option —disable-munmap
and confirmed that no error occurs on this commit.
But, the error still occured on gc-8.0.2.tar.gz .

‘new api for VDB’
I tried ‘git bisect start e71ab76 ad5116f‘ and found the following commit.

  • gc master 06009b0 (2018-8-15) ‘New API to turn on manual VDB at runtime’

I confirmed that the error occurs on Gauche since this commit
even though I added configure option —disable-munmap .

For now, I think I should add configure option —disable-munmap
for Windows 32bit environment but I don’t know how to fix 3. .
Also, I can’t use ‘make check’ to judge whether Gauche works normally .

The text was updated successfully, but these errors were encountered:

Источник

Fatal error in gc unexpected mark stack overflow

I’ve been getting this error quite often since the last update (0.7.7f) that states [Fatal Error in GC: Unexpected mark stack overflow];

A little googling brings up plenty of Unity specific links so I assume it’s a Unity error, which this game is built in. I imagine/hope it’ll get fixed soon. Really enjoying the game thus far though.

I’ve been getting this error quite often since the last update;

A little googling brings up plenty of Unity specific links so I assume it’s a Unity error, which this game is built in. I imagine/hope it’ll get fixed soon. Really enjoying the game thus far though.

I have over 150 Hrs in this game an never had that happen

its lighning blast skill
known bug

Damn, that’s my main skill lol. and yeah, coincidentally started after running this sorcerer so that makes a lot of sense. Huh, well back to my Shaman then. Thank you.

EDIT: For others experiencing this issue, you may also want to contribute to this thread on the Last Epoch forums:

Источник

Fatal error in gc unexpected mark stack overflow

RimWorld

Line 5171
«Loaded file (Map) is from version 1.3.3117 rev669, we are running version 1.3.3159 rev754»

Have you changed some mod versions or the Rimworld client version?

All the errors i looked at were all to do with plants, animals or biome. Some for the same items being added twice, do you possibly have 2 versions of the same mod with different version numbers loading at the same time?

I am not a coder, this is my best guess.

I worked tech support for nearly 20 years. You don’t have to be a «programmer» to understand an error message.

Your error says you’re running out of memory. Typically caused by a memory leak, but could also be bad RAM. If you’re getting the error in other applications, check your hardware.

Otherwise, realize that Rimworld was updated a couple days ago and you’re running 500 mods. Something likely broke.

You know how Rimpy works, right? It’s data driven meaning people need to manually put in information so that you can use the database. But this information has to be acquired first. You cannot expect that all this is up to date already. I’m using Rimpy too with 350 mods less and I couldnt start up the game yesterday. It is normal.

No, I’m not a programmer. But I know that «stack overflow» has something to do with memory and memory leaks. It is when some error in the programming leads the program to use up all of the memory which leads to crashes or bluescreens. That can happen in many other programs as well. I had it once in Rimworld and it had to do with textures not being correctly loaded.

Also, by just looking through your modlist. I mean, it looks like you just took everything from the workshop and mashed it together. There are like 5 different storage mods AND stack mods, all the veggie/farming mods put together, like all the builder mods.. literally everything. I’ve used most of these as well but not in a single modlist! There is no way that all that works well together even on a normal day.

Источник

Fatal error in gc unexpected mark stack overflow

I’m on the latest_experimental beta A20.1 (b5) and my friends and I are getting an «unexpected mark stack overflow» crash every now and then. We are using our A20 world.

Has anybody else been getting this? I did not get this crash in any previous versions.

This happened twice in my game (3 players) both yesterday and today. Each time after playing for about 5 hours. We’re not on the experimental branch.

Today, this crash corrupted the save file a bit. When it crashed, I (the host) was a passenger in a 4×4 truck another player was driving. When I restarted the game and the others rejoined, all of the vehicles (and drones) the other players had were located in odd places far away. A crazy thing then happened: I got on my motorcycle to help look for the missing vehicles. Then one of the players joined and my character teleported from my motorcycle into the truck, about a km away! Then my character teleported back onto my motorcycle, but (1) the game opened the console with an error message I didn’t write down, but it was a «null reference» error; and (2) this resulted in my character being stuck on the motorcycle, floating slightly above it in fact, and unable to do anything but mouse-turn. I couldn’t stop it, so I angled it into the corner of a building, and stayed there for a few minutes while the other players tracked down their vehicles and drones. At this point, we decided the safest move was to have everyone pocket their vehicles/drones and logout, me (the host) last of course. I could not exit my motorcycle, but the tab and esc menus worked, so I was able to exit cleanly. Upon reloading the game, tragedy struck, as all of the items in my hotbar had disappeared.

So, as far as I can tell, this bug caused a crash, which led to everything else that happened (which could perhaps be described as other bugs, or just bad luck with the save file getting corrupted by the crash). We are able to continue to play, though it was pretty crushing to lose all of my weapons and tools. Always keep a backup supply of the 2nd best items you’ve found, I guess 🙁

Источник

Comments

@Hamayama

@ivmai
ivmai

changed the title
Mingw 32bit: Unexpected mark stack overflow

Mingw 32bit: Unexpected mark stack overflow (8.0.2+)

Jan 15, 2019

ivmai

added a commit
that referenced
this issue

Jan 22, 2019

@ivmai

Issue #260 (bdwgc).

* mark.c [!NEED_FIXUP_POINTER] (GC_push_all_stack): Call
GC_push_all_eager() instead of GC_push_all() if GC_mark_stack_top is
rather close to GC_mark_stack_limit.

ivmai

added a commit
that referenced
this issue

Jan 28, 2019

@ivmai

Issue #260 (bdwgc).

* mark.c [!NEED_FIXUP_POINTER] (GC_push_all_stack): Call
GC_push_all_eager() instead of GC_push_all() if GC_mark_stack_top is
rather close to GC_mark_stack_limit.

ivmai

added a commit
that referenced
this issue

Jan 28, 2019

@ivmai

(a cherry-pick of commit c9381cc from 'release-8_0')

Issue #260 (bdwgc).

* mark.c [!(THREADS && MPROTECT_VDB) && !NEED_FIXUP_POINTER]
(GC_push_all_stack): Call GC_push_all_eager() instead of GC_push_all()
if GC_mark_stack_top is rather close to GC_mark_stack_limit.

ivmai

added a commit
that referenced
this issue

Jan 29, 2019

@ivmai

(a cherry-pick of commit 420a476 from 'release-7_6')

Issue #260 (bdwgc).

* mark.c [!(THREADS && MPROTECT_VDB)]
(GC_push_all_stack): Call GC_push_all_eager() instead of GC_push_all()
if GC_mark_stack_top is rather close to GC_mark_stack_limit.

ivmai

added a commit
that referenced
this issue

Jan 29, 2019

@ivmai

(a cherry-pick of commit 420a476 from 'release-7_6')

Issue #260 (bdwgc).

* mark.c [!(THREADS && MPROTECT_VDB)]
(GC_push_all_stack): Call GC_push_all_eager() instead of GC_push_all()
if GC_mark_stack_top is rather close to GC_mark_stack_limit.

В мире программистов ошибка «stack overflow» очень известна благодаря тому, что этот вид ошибки довольно распространен. А сам термин «stack overflow» известен еще больше, чем ошибка, благодаря одноименному англоязычному ресурсу «StackOverflow». Это сообщество программистов международного масштаба, и еще куча всего интересного. Поэтому не нужно путать ошибку «stack overflow» и веб-ресурс с таким же названием. В нашей статье речь пойдет об ошибке.

Ошибка «stack overflow» связана с переполнением стека. Она появляется в том случае, когда в стеке должно сохраниться больше информации, чем он может уместить. Объем памяти стека задает программист при запуске программы. Если в процессе выполнения программы стек переполняется, тогда возникает ошибка «stack overflow» и программа аварийно завершает работу. Причин возникновения подобной ошибки может быть несколько.

Нужно отметить, что ошибка «stack overflow» не связана с конкретным языком программирования, то есть она может возникнуть в программах на Java, C++, C, C# и других компилируемых языках.

Причин ее возникновения может быть несколько. К самым распространенным причинам относятся:

  • бесконечная рекурсия;

  • глубокая рекурсия;

  • проблемы с переменными в стеке.

Бесконечная рекурсия и ошибка «stack overflow» 

Бесконечная рекурсия редко возникает самостоятельно и по неизвестным причинам. Обычно программист:

  • забывает прописывать условие для выхода из рекурсии;

  • пишет неосознанную косвенную рекурсию.

Самая частая причина из категории «бесконечной рекурсии» программист забывает прописывать условия выхода или же прописывает, но условия выхода не срабатывают.

Вот как это выглядит на С:

int factorial (int number)

{

  if (number == 0)

    return 1;

  return number * factorial(number — 1);

}

В описанном примере прописаны условия выхода из рекурсии, однако они никогда не сработают, если «number» будет отрицательным. Поэтому через несколько миллионов вызовов стек будет переполнен и возникнет ошибка «stack overflow». В некоторых языках программирования предусмотрена «защита» от таких рекурсий. В них рекурсия из конца функции конвертируется в цикл, что не будет расходовать стековую память. Но подобная «оптимизация» вызовет другую, менее опасную проблему «зацикливание».

Неосознанная бесконечная рекурсия возникает в том случае, если программист по невнимательности распределяет один и тот же функционал программы между разными нагруженными функциями, а потом делает так, что они друг друга вызывают.

В коде это выглядит так:

 int Object::getNumber(int index, bool& isChangeable)

{

  isChangeable = true;

  return getNumber(index);

}

int Object::getNumber(int index)

{

  bool noValue;

  return getNumber(index, noValue);

}

Глубокая рекурсия и ошибка «stack overflow»

Глубокая рекурсия — это такая рекурсия, которая имеет свое окончание через определенное время, поэтому она не бесконечная. Однако памяти стека не хватит для завершения такой рекурсии, поэтому ошибка «stack overflow» обеспечена. Обычно такая ситуация заранее просчитывается программистом,поэтому ее можно решить. Например, можно:

  • отыскать другой программный алгоритм для решения поставленной задачи, чтобы избежать применения рекурсии;

  • «вынести» рекурсию за пределы аппаратного стека в динамический;

  • и другое.

Глубокая рекурсия выглядит так:

void eliminateList(struct Item* that)

{

    if (that == NULL)

        return;

    eliminateList(that->next);

    free(that);

}

Проблемы с переменными в стеке и ошибка «stack overflow»

Если взглянуть на популярность возникновения «stack overflow error», то причина с проблемными переменными в стеке стоит на первом месте. Кроется она в том, что программист изначально выделяет слишком много памяти локальной переменной.

Например:

int function() {

     double b[1000000]

}

В данном случае может возникнуть такая ситуация, что массиву потребуется объем памяти, который стек не способен будет обеспечить, а значит, возникнет ошибка «stack overflow». 

Заключение

Ошибка «stack overflow» возникает довольно часто. Каждый конкретный случай ее возникновения требует собственного решения. Одна причина объединяет возникновение такой ошибки — невнимательность программиста. Если «stack overflow error» возникла, значит, программист где-то что-то упустил или не доглядел.

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Comments

@Hamayama

@ivmai
ivmai

changed the title
Mingw 32bit: Unexpected mark stack overflow

Mingw 32bit: Unexpected mark stack overflow (8.0.2+)

Jan 15, 2019

ivmai

added a commit
that referenced
this issue

Jan 22, 2019

@ivmai

Issue #260 (bdwgc).

* mark.c [!NEED_FIXUP_POINTER] (GC_push_all_stack): Call
GC_push_all_eager() instead of GC_push_all() if GC_mark_stack_top is
rather close to GC_mark_stack_limit.

ivmai

added a commit
that referenced
this issue

Jan 28, 2019

@ivmai

Issue #260 (bdwgc).

* mark.c [!NEED_FIXUP_POINTER] (GC_push_all_stack): Call
GC_push_all_eager() instead of GC_push_all() if GC_mark_stack_top is
rather close to GC_mark_stack_limit.

ivmai

added a commit
that referenced
this issue

Jan 28, 2019

@ivmai

(a cherry-pick of commit c9381cc from 'release-8_0')

Issue #260 (bdwgc).

* mark.c [!(THREADS && MPROTECT_VDB) && !NEED_FIXUP_POINTER]
(GC_push_all_stack): Call GC_push_all_eager() instead of GC_push_all()
if GC_mark_stack_top is rather close to GC_mark_stack_limit.

ivmai

added a commit
that referenced
this issue

Jan 29, 2019

@ivmai

(a cherry-pick of commit 420a476 from 'release-7_6')

Issue #260 (bdwgc).

* mark.c [!(THREADS && MPROTECT_VDB)]
(GC_push_all_stack): Call GC_push_all_eager() instead of GC_push_all()
if GC_mark_stack_top is rather close to GC_mark_stack_limit.

ivmai

added a commit
that referenced
this issue

Jan 29, 2019

@ivmai

(a cherry-pick of commit 420a476 from 'release-7_6')

Issue #260 (bdwgc).

* mark.c [!(THREADS && MPROTECT_VDB)]
(GC_push_all_stack): Call GC_push_all_eager() instead of GC_push_all()
if GC_mark_stack_top is rather close to GC_mark_stack_limit.

Hi all! I am at my wit’s end trying to resolve what appears to be a Unity error. The only thing showing up in the error log is «Fatal error in GC: Unexpected mark stack overflow.» When this hits, Rimworld either crashes to desktop or looks like it is trying to reload, and THEN crashes.

I’ve got both the DLCs installed. Here’s my log:

https://gist.github.com/HugsLibRecordKeeper/5bccd94bf65a6614228871ca8c54f7cd

There seems to be no rhyme or reason to the error. I haven’t been able to find a common action happening when it crashes. The crash started on an old save file, and it’s still happening on two new saves. I can play for a few minutes up to an hour or two and then bye bye game.

So far I’ve:

  • Uninstalled and reinstalled Rimworld (Steam), including deleted the folders and registry files

  • Verified game files (no issues found)

  • Unsubscribed and resubscribed to all my mods

  • Updated my graphics driver

  • Edit — Switched monitors based on another thread I read… no good, crashed after about 45 minutes

My mod list is long, but I’ve managed to hunt down all but a handful of errors, all of which appear to be related to vanilla items (wood planking and megascreen tv).

I’ve tried searching for information about the error, but I can’t find a resolution. Any ideas/ help are welcome. Let me know if I can provide any more information.

Computer info is as follows:

  • Processor Intel(R) Core(TM) i5-9600K CPU @ 3.70GHz 3.70 GHz

  • Installed RAM 16.0 GB

  • System type 64-bit operating system, x64-based processor

  • Edition Windows 10 Pro

  • Graphics Nvidia GeForce RTX 2070 Super

Question

Michel Bartolone

    • Share

Twice in two days…I started a new save to see if I could get past the issue. I get to orbit, and I get a gc crash:
Unexpected mark stack overflow

mod list:
            «name»: «Achievements»
            «name»: «BetterBurnTime»
            «name»: «SCANsat»
            «name»: «KAS«
            «name»: «CommunityDeltaVMaps»
            «name»: «CommunityPartsTitles»
            «name»: «CommunityPartsTitlesExtrasCategory»
            «name»: «ContractConfigurator-CleverSats»
            «name»: «ContractConfigurator-FieldResearch»
            «name»: «ContractConfigurator-KerbalAcademy»
            «name»: «ContractConfigurator-KerbinSpaceStation»
            «name»: «ContractConfigurator-Tourism»
            «name»: «EnvironmentalVisualEnhancements»
            «name»: «IndicatorLights»
            «name»: «IndicatorLightsCommunityExtensions»
            «name»: «KDEX»
            «name»: «KeepItStraight»
            «name»: «KerbalEngineerRedux»
            «name»: «KerbalOccupationColors»
            «name»: «KKL»
            «name»: «ModuleManager»
            «name»: «MechJeb2»
            «name»: «PartMapper»
            «name»: «PatchManager»
            «name»: «RealChute»
            «name»: «SolarScience»
            «name»: «USITools»
            «name»: «ClickThroughBlocker»
            «name»: «MagiCore»
            «name»: «CommunityPartsTitlesExtrasNoCCKDup»
            «name»: «Toolbar»
            «name»: «SpeedUnitAnnex»
             «name»: «CommunityCategoryKit»
           «name»: «WaypointManager»
           «name»: «EnvironmentalVisualEnhancements-HR»
            «name»: «KerbalJointReinforcementContinued»
            «name»: «KspCraftOrganizer»
            «name»: «SimpleFuelSwitch»
            «name»: «StationKeeping»
            «name»: «VariantPersist»
            «name»: «MSP3000»
            «name»: «ContractConfigurator»
            «name»: «SoundingRockets»
            «name»: «WorldStabilizer»
            «name»: «PreciseManeuver»
            «name»: «Targetron»
            «name»: «ToolbarController»
            «name»: «KerbalAlarmClock»
            «name»: «MechJebForAll»
            «name»: «CameraTools»
            «name»: «TrackingStationEvolved»
            «name»: «Corvus125mTwoKerbalPod»
            «name»: «K2CommandPodCont»

Log:

[LOG 11:04:35.882] [BetterBurnTime] Current celestial body set to Kerbin
[LOG 11:04:35.883] [BetterBurnTime] Geosync altitude: 2863.334 km
[LOG 11:04:38.537] [MechJebModuleAscentAutopilot] LaunchStarted = 6223.17193363712
[LOG 11:04:38.537] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.538] [MechJebModuleAscentAutopilot] LaunchStarted = 6129.49193363508
[LOG 11:04:38.538] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.538] [MechJebModuleAscentAutopilot] LaunchStarted = 5605.13193362363
[LOG 11:04:38.538] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.539] [MechJebModuleAscentAutopilot] LaunchStarted = 5131.8519336133
[LOG 11:04:38.539] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.539] [MechJebModuleAscentAutopilot] LaunchStarted = 4634.93193360245
[LOG 11:04:38.539] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.539] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.540] [MechJebModuleAscentAutopilot] LaunchStarted = 4285.85193359483
[LOG 11:04:38.540] [MechJebModuleAscentAutopilot] LaunchStarted = 3747.21193359101
[LOG 11:04:38.541] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.541] [MechJebModuleAscentAutopilot] LaunchStarted = 3334.83193359138
[LOG 11:04:38.541] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.541] [MechJebModuleAscentAutopilot] LaunchStarted = 2654.791933592
[LOG 11:04:38.541] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.542] [MechJebModuleAscentAutopilot] LaunchStarted = 2109.5719335925
[LOG 11:04:38.542] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.542] [MechJebModuleAscentAutopilot] LaunchStarted = 2084.79193359252
[LOG 11:04:38.542] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.542] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.542] [MechJebModuleAscentAutopilot] LaunchStarted = 1352.69193359319
[LOG 11:04:38.543] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.543] [MechJebModuleAscentAutopilot] LaunchStarted = 808.652644042678
[LOG 11:04:38.543] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.543] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.543] [MechJebModuleAscentAutopilot] LaunchStarted = 263.060000000051
[LOG 11:04:38.543] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.544] [MechJebModuleAscentAutopilot] LaunchStarted = 238.220000000048
[LOG 11:04:38.544] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.544] [MechJebModuleAscentAutopilot] LaunchStarted = 195.240000000026
[LOG 11:04:38.544] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.544] [MechJebModuleAscentAutopilot] LaunchStarted = 35.7
[LOG 11:04:38.544] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.544] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.545] [MechJebModuleAscentAutopilot] LaunchStarted = 72407.989406797
[LOG 11:04:38.545] [MechJebModuleAscentAutopilot] LaunchStarted = 72334.649406782
[LOG 11:04:38.545] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.545] [MechJebModuleAscentAutopilot] LaunchStarted = 72319.909406779
[LOG 11:04:38.545] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:04:38.546] [MechJebModuleAscentAutopilot] LaunchStarted = 0
[LOG 11:05:23.255] Mechjeb Autostage: Executing next stage on mk1pod.v2
[LOG 11:05:25.349] [EVE CloudsManager]: Disable clouds when camera: 14013.37 layer: 4000
[LOG 11:05:36.920] SR.Rocket.625.01 Exploded!! — blast awesomeness: 0.5
[LOG 11:05:36.959] [F: 196748]: [SR.Rocket.625.01] Collision Enhancer Punch Through — vel: 144.2081
[LOG 11:05:36.960] [Explosion] Combined.
[LOG 11:05:36.960] SR.Rocket.625.01 Exploded!! — blast awesomeness: 0.5
[LOG 11:05:36.997] [F: 196748]: [SR.Rocket.625.01] Collision Enhancer Punch Through — vel: 144.2052
[LOG 11:05:36.998] [Explosion] Combined.
[LOG 11:05:36.998] SR.Rocket.625.01 Exploded!! — blast awesomeness: 0.5
[LOG 11:05:37.035] [F: 196748]: [SR.Rocket.625.01] Collision Enhancer Punch Through — vel: 144.2095
[LOG 11:05:37.035] [Explosion] Combined.
[LOG 11:05:37.036] SR.Rocket.625.01 Exploded!! — blast awesomeness: 0.5
[LOG 11:05:37.105] 1 explosions created.
[LOG 11:05:53.524] KO1.0A Debris Unloaded
[LOG 11:05:53.526] Packing KO1.0A Debris for orbit
[LOG 11:05:54.785] [F: 197024]: Vessel KO1.0A Debris was on-rails at 5.2 kPa pressure and was destroyed.
[LOG 11:05:54.786] [Vessel KO1.0A Debris]: Vessel was destroyed.
[LOG 11:06:25.517] [Progress Node Reached]: RecordsDistance
[LOG 11:06:33.281] Packing KO1.0A for orbit
[LOG 11:06:38.788] Unpacking KO1.0A
[LOG 11:06:43.411] Added 1.997957 (2) reputation: ‘Progression’.
[LOG 11:07:04.983] [Progress Node Reached]: RecordsSpeed
 

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VoidSquid

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Michel Bartolone

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1 hour ago, VoidSquid said:

gc as in that is what is reported, and there is a ksp_x64_gc.log file, which I have included the contents of in the original post…as well as the last part of the ksp_x64.log, because when I tried to post the entire log, it wouldn’t let me click submit. Note that I also get a popup, with Jeb (I think it’s Jeb anyway) in a space suit, that just says «GC», has a progress bar, which does fill up, then the game exits.

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Michel Bartolone

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Here is a little more…GC = Garbage Collection. I’m still getting these occasionally, after upgrading to KSP 1.8.1 with Breaking Ground 1.3.1. What sites can I add images from (it doesn’t seem to like FB as a source URL)
 

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VoidSquid

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Been away a couple of days, sorry for not replying earlier. Yesterday I made a fresh KSP 1.8.1 install incl. several mods, and now I’m getting this error as well occasionally. No verdict what’s causing this yet, my current working theory right now is that the 32 GB RAM of my rig is kind of overstraining the GC process.

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VoidSquid

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Hey there, I got rid of those stupid crashes by using this mod from @linuxgurugamer, might want to try that too.

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Michel Bartolone

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Oddly enough, I installed HeapPadder on Sunday! :)

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1. Circumstances
I have start a new game everything start as usual but after some time past it crash randomly, i can play 10 min before it crash

2. What happens
Game start perfectly,had no freeze or lag, just crashing after some time past, without warning.
Then the game freeze and open a error window generating a crash report.
The error window says «Fatal error in GC: Unexpected mark stack overflow.»
I have try starting new games but it always end up crashing

3 — What you expected to happen.
Knowing what cause it , a mod ? or some setting to do?

4-steps already taken to identify the mod causing the bug

Some google search have point some texture mod, so i have disable them, i have check my graphic driver too, and try playing without my Antivirus

5-attachement
I have put the error log and my mod list named: all witout skin

Thanks and sorry for my English

Search Issue Tracker

Fixed in 2022.1.X

Fixed in 2019.4.X, 2020.3.X, 2021.1.X, 2021.2.X

Found in

2020.1.0a19

2020.3

2020.3.8f1

2021.1

2021.2

2022.1

How to reproduce:

1. Open user-submitted project

2. Navigate to Edit —> Project Settings —> Player —> Other Settings

3. Make sure that Scripting Backend is set to IL2CPP and Use Incremental GC is ticked

4. Navigate to Edit —> Project Settings —> Quality

5. Make sure that VSync Count is set to Don’t Sync

6. Navigate to File —> Build Settings

7. Press Add Open Scenes

8. Build and Run the project

Expected result: The Build runs until it is turned off

Actual result: The Build crashes after 0-5 minutes

Reproducible with: 2020.1.0a19, 2020.3.18f1, 2021.1.20f1, 2021.2.0b9, 2022.1.0a8

Not reproducible with: 2019.4.30f1, 2020.1.0a18

Note: If the project doesn’t load press Help —> Reset Packages to defaults and delete the Library folder

Closed

New Linux Crashes #2088

JustOneMoreBlock

I’ve tried searching before posting and unable to find any results with a similar error. We have had numerous crashes for days since the last update and there were no logs being outputted.

I started up two servers running pve and they ran for a little bit.

Unexpected mark stack overflow
Caught fatal signal - signo:6 code:-6 errno:0 addr:0x6c8d
Obtained 19 stack frames.
#0  0x007fb2d7268980 in funlockfile
#1  0x007fb2d6ea3fb7 in gsignal
#2  0x007fb2d6ea5921 in abort
#3  0x007fb2d6513146 in GC_push_all
#4  0x007fb2d650884e in monoeg_g_hash_table_foreach
#5  0x007fb2d64f1f19 in mono_unity_liveness_calculation_end
#6  0x007fb2d651a378 in GC_mark_some
#7  0x007fb2d651b4cb in GC_collect_a_little_inner
#8  0x007fb2d651bfb5 in GC_collect_a_little
#9  0x007fb2d846d901 in std::vector<unsigned int, std::allocator<unsigned int> >::_M_fill_insert(__gnu_cxx::__normal_iterator<unsigned int*, std::vector<unsigned int, std::allocator<unsigned int> > >, unsigned long, unsigned int const&)
#10 0x007fb2d8306ab2 in int* std::_V2::__rotate<int*>(int*, int*, int*, std::random_access_iterator_tag)
#11 0x007fb2d8306c46 in int* std::_V2::__rotate<int*>(int*, int*, int*, std::random_access_iterator_tag)
#12 0x007fb2d8366ee1 in int* std::_V2::__rotate<int*>(int*, int*, int*, std::random_access_iterator_tag)
#13 0x007fb2d836134e in int* std::_V2::__rotate<int*>(int*, int*, int*, std::random_access_iterator_tag)
#14 0x007fb2d8361391 in int* std::_V2::__rotate<int*>(int*, int*, int*, std::random_access_iterator_tag)
#15 0x007fb2d83618aa in int* std::_V2::__rotate<int*>(int*, int*, int*, std::random_access_iterator_tag)
#16 0x007fb2d84c9e4e in PlayerMain(int, char**)
#17 0x007fb2d6e86bf7 in __libc_start_main
#18 0x0055715eac8699 in _init
./ServerHelper.sh: line 29: 27789 Aborted                 (core dumped) ./Unturned_Headless.x86_64 -batchmode -nographics "$@" 

Both have similar errors

root@ut:/home/Games/scripts# lsb_release -a
No LSB modules are available.
Distributor ID: Ubuntu
Description:    Ubuntu 18.04.5 LTS
Release:        18.04
Codename:       bionic 

Startup

screen -dmS ${server} ./ServerHelper.sh +InternetServer/${server} 

SDGNelson

It looks like a Unity internal crash unfortunately. I will update from 10f1 to 14f1 for this week’s update, and upload on the preview branch later today. Hopefully it might have been fixed between those…

SDGNelson

Preview branch has been updated now

Comment

TH3AL3X commented on 2 years ago

TH3AL3X

I got those problems because i was using a edited code of ServerHelper, so i removed it and is working fine now

Comment

Gegtor commented on 2 years ago

Gegtor

The issue still persists with the same output

For some reason, Russia crashes the most
Washington is second

JustOneMoreBlock

Unexpected mark stack overflow
Caught fatal signal - signo:6 code:-6 errno:0 addr:0x4481
Obtained 19 stack frames.
#0  0x007fb07449c980 in funlockfile
#1  0x007fb0740d7fb7 in gsignal
#2  0x007fb0740d9921 in abort
#3  0x007fb0737476c6 in GC_push_all
#4  0x007fb07373cdce in monoeg_g_hash_table_foreach
#5  0x007fb073726499 in mono_unity_liveness_calculation_end
#6  0x007fb07374e8f8 in GC_mark_some
#7  0x007fb07374fa4b in GC_collect_a_little_inner
#8  0x007fb073750535 in GC_collect_a_little
#9  0x007fb0756a2841 in std::vector<unsigned int, std::allocator<unsigned int> >::_M_fill_insert(__gnu_cxx::__normal_iterator<unsigned int*, std::vector<unsigned int, std::allocator<unsigned int> > >, unsigned long, unsigned int const&)
#10 0x007fb07553b852 in int* std::_V2::__rotate<int*>(int*, int*, int*, std::random_access_iterator_tag)
#11 0x007fb07553b9e6 in int* std::_V2::__rotate<int*>(int*, int*, int*, std::random_access_iterator_tag)
#12 0x007fb07559bcb1 in int* std::_V2::__rotate<int*>(int*, int*, int*, std::random_access_iterator_tag)
#13 0x007fb0755960fe in int* std::_V2::__rotate<int*>(int*, int*, int*, std::random_access_iterator_tag)
#14 0x007fb075596141 in int* std::_V2::__rotate<int*>(int*, int*, int*, std::random_access_iterator_tag)
#15 0x007fb07559667a in int* std::_V2::__rotate<int*>(int*, int*, int*, std::random_access_iterator_tag)
#16 0x007fb0756fef3e in PlayerMain(int, char**)
#17 0x007fb0740babf7 in __libc_start_main
#18 0x0056332bb85699 in _init
./ServerHelper.sh: line 29: 17537 Aborted                 (core dumped) ./Unturned_Headless.x86_64 -batchmode -nographics "$@" 

Similar errors

I got those problems because i was using a edited code of ServerHelper, so i removed it and is working fine now

Well, the ServerHelper.sh gets automatically updated on update and overwrites the files if they’re any changes. This is unmodified anyway. So, this isn’t the issue.

Comment

TH3AL3X commented on 2 years ago

TH3AL3X

But have you tried it? Because that appears to me when using a modified version…

Freenex1911

I also get the «Unexpected mark stack overflow» crashes on Windows since last update I guess.

Comment

Ghost commented on 2 years ago

Ghost

It’s really strange, had it happen on a few servers too on Windows.

Not sure if helps:

Fault bucket 1758192789342174820, type 5
Event Name: BEX64
Response: Not available
Cab Id: 0

Problem signature:
P1: Unturned.exe
P2: 2019.4.14.14309
P3: 5fa36e85
P4: StackHash_ac46
P5: 0.0.0.0
P6: 00000000
P7: PCH_E7_FROM_ntdll+0x000000000009FCD4
P8: c0000005
P9: 0000000000000008
P10:

Report.wer.zip

In the past 3 days it’s happened 3 times on Unturned Rust Modded Server, once on Unturnov 1.5, and once to a Russia map server. Odd, and it seems that it’s just internal unity stuff.
Sucks to have issues like these, and there’s nothing interesting on any of the servers either. None of them even use or have the harmony lib/patch any unturned methods.

Comment

TH3AL3X commented on 2 years ago

TH3AL3X

I also get the «Unexpected mark stack overflow» crashes on Windows since last update I guess.

That’s a memory leak or what

SDGNelson

From reading online it seems to have popped up in other Unity games, and is related to multi-threading and/or garbage collection.

I wonder if anyone with a Windows server has gotten a crash.dmp from this crash? If so we can see whether it is directly related to anything in the game, or if it should be submitted to Unity.

Comment

Gegtor commented on 2 years ago

Gegtor

Can I help with anything if I have Linux?

SDGNelson

If you have a .gdb crash dump from Linux it might be helpful. I do not have as much experience with Linux debugging however.

Comment

Gegtor commented on 2 years ago

Gegtor

Linux does not produce .gdb files unfortunately

Comment

Gegtor commented on 2 years ago

Gegtor

@SDGNelson This bug should have much bigger priority it made a lot of my players leave my network forever :<

SDGNelson

When there were crashes with mono in Unity 2018 I started bundling mono from Unity 2019 with the game, so it might be worth doing a similar experiment using mono from Unity 2020

SDGNelson

Testing on Windows with mono from Unity 2020 it seems to work normally, so here are the files if anyone else would like to try:

Windows.zip Linux.zip

On Windows replace the files in MonoBleedingEdge/EmbedRuntime, or on Linux the files in Unturned_Headless_Data/MonoBleedingEdge/x86_64

Comment

Gegtor commented on 2 years ago

Gegtor

So far so good 12+ hours without a crash on Linux

Need a solid day or two more to be sure

SDGNelson

Fingers crossed! 🤞 If it works well over the next few days then I will use 2020.1.15f1 mono in the coming Friday update.

Comment

Gegtor commented on 2 years ago

Gegtor

It just crashed :<

Same details as above

Comment

TH3AL3X commented on 2 years ago

TH3AL3X

I’m not having any issue with Ubuntu 20.04, i told you is something related of your own scripts, use the default one and you will not get errors….

Comment

Gegtor commented on 2 years ago

Gegtor

This can’t in any way be related to scripts all they do is tell the server to start

Also, only this update caused issues so this is pretty logical that there is something wrong
I run 8 servers for 2 years now so this issue is very apparent
You are not helping…

Freenex1911

Still getting the overflow error on Windows with the new binaries.

SDGNelson

Thanks for trying with the 2020 binaries. I’m not sure there is anything else we can do for the meantime except try to mitigate the effects, unless anyone has any ideas. I’ve been intending to create an external tool for restarting/updating Unturned and Unturned II servers, so I could make that a high priority if it would be useful, but I’m guessing you already have scripts for auto-restarting.

Freenex1911

I guess everyone has restart scripts or appropriate plugins to restart a server automatically. Is there a tool to inspect or debug Unturned? Or is there a way to show detailed RAM usage per thread or per method?

SDGNelson

@Freenex1911 To profile/debug the release game, not currently. I have been thinking about moving the tools and asset validation into a separate app in Unity «development build» mode which would allow that. Anyway unless you are seeing unusual memory usage I do not think this is game memory related — we would be seeing a regular Stack Overflow Exception or Out of Memory Exception in those cases.

Freenex1911

Right. But it’s weird that the server crashes happen the longer you run your server without a restart.

Comment

Gegtor commented on 2 years ago

Gegtor

Can someone suggest me restart script?
I just run my servers in screen with the helper script

Also, I did not found any memory issues or correlation to time when the server was restarted

Comment

Mcdiggle commented on 2 years ago

Mcdiggle

0 crashes and I have not restarted my servers for like 8 days

JustOneMoreBlock

Can someone suggest me restart script?
I just run my servers in screen with the helper script

Also, I did not found any memory issues or correlation to time when the server was restarted

Interesting…I run screen too and also get crashes. Might have to move to tmux.

0 crashes and I have not restarted my servers for like 8 days

What OS? Are you using RocketMod?

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