[Linux] Random crash after joining marine team and waiting to spawn

ceribikceribik Join Date: 2009-11-24 Member: 69492Members, Reinforced - Supporter, Reinforced - Silver
I crashed shortly after joining the marine team and was waiting to spawn (I might have been spectating another player). This was the first time it occured and isn't reproducible. Luckily, I had gdb running and attached as I've been trying to get a backtrace of another random crash that i get once every day or two.

System
Arch Linux 64-bit
GeForce GTX 560 Ti (nvidia driver 340.24)
KDE 4.13
Linux 3.15

dmesg
[12014.616049] ns2_linux32[15621]: segfault at 0 ip 00000000f11fe3e6 sp 00000000ffa706c0 error 4 in libnvidia-glcore.so.340.24[efae3000+18e9000]

backtrace
Program received signal SIGSEGV, Segmentation fault.
0xf11fe3e6 in ?? () from /usr/lib32/libnvidia-glcore.so.340.24
(gdb) bt
#0  0xf11fe3e6 in ?? () from /usr/lib32/libnvidia-glcore.so.340.24
#1  0xf120db92 in ?? () from /usr/lib32/libnvidia-glcore.so.340.24
#2  0xf0d2558b in ?? () from /usr/lib32/libnvidia-glcore.so.340.24
#3  0xf71f1bc0 in M4::OpenGLDevice::DrawIndexedPrimitives (this=0xe6224840, 
    primitiveType=M4::RenderPrimitiveType_TriangleList, minVertexIndex=0, numVertices=65, startIndex=0, 
    numPrimitives=48, numInstances=1) at ../Source/Render/OpenGLDevice.cpp:1084
#4  0xf721d278 in M4::RenderModelProxy::RenderFaceSet (this=0xb8d9cfc8, faceSetIndex=0, numInstances=1)
    at ../Source/Render/RenderModelProxy.cpp:298
#5  0xf7219f77 in M4::RenderModelArray::RenderFaceSet (this=0xabb66c10, faceSetIndex=0)
    at ../Source/Render/RenderModelArray.cpp:423
#6  0xf7234981 in RenderFaceSet (this=<optimized out>, faceSet=...)
    at ../Source/Render/RenderRenderer.cpp:321
#7  M4::RenderRenderer::RenderFaceSets<M4::RenderModelArray, M4::ObjectRenderer<M4::RenderModelArray> > (
    this=0xd7e56d70, context=..., viewerParams=..., renderer=..., faceSets=0xd7c4f7d8, numFaceSets=17)
    at ../Source/Render/RenderRenderer.cpp:3422
#8  0xf723173f in M4::RenderRenderer::RenderModelArrays (this=0xd7e56d70, context=..., viewerParams=..., 
    modelArray=0xffa71434, numModelArrays=17, techniqueIndex=1, reverseCulling=false, shadows=false)
    at ../Source/Render/RenderRenderer.cpp:2624
#9  0xf72329af in M4::RenderRenderer::RenderObjects (this=0xd7e56d70, context=..., viewerParams=..., 
    objects=..., techniqueIndex=1, objectsMask=4294967039) at ../Source/Render/RenderRenderer.cpp:2173
#10 0xf7232d41 in M4::RenderRenderer::RenderObjects (this=0xd7e56d70, scene=0xd688a7f8, context=..., 
    objects=0xffa70e40, camera=..., viewport=..., techniqueIndex=1, objectsMask=4294967039, 
    zonesMask=4294967295) at ../Source/Render/RenderRenderer.cpp:2996
#11 0xf7233286 in M4::RenderRenderer::Render (this=0xd7e56d70, pipeline=0xc6fa3fe8, colorTarget=0xe622edf0, 
    depthTarget=0xe622ee48, faceIndex=0, sourceTexture=0x0, sceneSettings=0xd8aade0e, 
    setupSettings=0xffa7d0d8, scene=0xd688a7f8, time=1568.563232421875, camera=..., viewport=..., 
    visibleObjects=..., background=0x0) at ../Source/Render/RenderRenderer.cpp:1316
#12 0xf724785c in M4::RenderScene::InternalRender (this=0xd688a7f8, settings=..., colorTarget=0xe622edf0, 
    depthTarget=0xe622ee48, faceIndex=0, pipeline=0xc6fa3fe8, camera=..., prevCamera=0x0, viewport=..., 
    renderMask=4294967295, cullingMode=M4::RenderScene_CullingMode_Occlusion, background=0x0, 
    deltaTime=0.0397949219) at ../Source/Render/RenderScene.cpp:801
#13 0xf7248431 in M4::RenderScene::InternalRender (this=0xd688a7f8, settings=..., colorTarget=0xe622edf0, 
    depthTarget=0xe622ee48, faceIndex=0, camera=0xd2ce1cb8, _viewport=0x0, background=0x0, 
    deltaTime=0.0397949219) at ../Source/Render/RenderScene.cpp:743
#14 0xf724880c in M4::RenderScene::RenderMainCamera (this=0xd688a7f8, settings=..., colorTarget=0xe622edf0, 
    depthTarget=0xe622ee48, faceIndex=0, camera=0xd2ce1cb8, viewport=0x0, background=0x0, 
    time=1568.563232421875) at ../Source/Render/RenderScene.cpp:698
#15 0xf724891e in M4::RenderScene::Render (this=0xd688a7f8, settings=..., colorTarget=0xe622edf0, 
    depthTarget=0xe622ee48, camera=0xd2ce1cb8, background=0x0, time=1568.563232421875)
    at ../Source/Render/RenderScene.cpp:481
#16 0x08082344 in M4::ClientWorld::Render (this=0xd8aac008, drawer=..., swapChain=0xe622edc0)
    at ../Source/Spark_Client/ClientWorld.cpp:2260
#17 0x0806ca6d in M4::ClientGame::Render (this=0xe622c008, swapChain=0xe622edc0)
    at ../Source/Spark_Client/ClientGame.cpp:1648
#18 0x0807808a in M4::ClientGame::Update (this=0xe622c008, deltaTime=0.041696790000003148)
    at ../Source/Spark_Client/ClientGame.cpp:925
#19 0x0806be66 in M4::ClientEngine::Update (this=0xee257170, deltaTime=0.041696790000003148)
    at ../Source/Spark_Client/ClientEngine.cpp:152
#20 0x080bfc04 in M4::BaseEngine::RunFrame (this=0xee257170) at ../Source/Spark_Server/BaseEngine.cpp:196
#21 0x080bfc30 in M4::BaseEngine::Run (this=0xee257170) at ../Source/Spark_Server/BaseEngine.cpp:160
#22 0x0806a283 in main (argc=<error reading variable: Cannot access memory at address 0x3>, 
    argv=<error reading variable: Cannot access memory at address 0x7>) at ../Source/ShooterExe/Main.cpp:82

log.txt
http://pastebin.com/7Wk0FTqx

glxinfo | grep OpenGL
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 560 Ti/PCIe/SSE2
OpenGL core profile version string: 4.4.0 NVIDIA 340.24
OpenGL core profile shading language version string: 4.40 NVIDIA via Cg compiler
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 4.4.0 NVIDIA 340.24
OpenGL shading language version string: 4.40 NVIDIA via Cg compiler
OpenGL context flags: (none)
OpenGL profile mask: (none)
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.1 NVIDIA 340.24 340.24
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.10
OpenGL ES profile extensions:

Comments

  • rkfgrkfg Russia Join Date: 2013-09-03 Member: 187744Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    Looks like the old good shotgun fire crash. It won't pop up often but it's a known issue. If someone (you, a spectated player, a team mate in the vicinity) fires the shotgun you may crash. However, if you haven't crashed the first time you won't at this game session. At least that's what I can tell from my experience.
  • ceribikceribik Join Date: 2009-11-24 Member: 69492Members, Reinforced - Supporter, Reinforced - Silver
    rkfg wrote: »
    Looks like the old good shotgun fire crash. It won't pop up often but it's a known issue. If someone (you, a spectated player, a team mate in the vicinity) fires the shotgun you may crash. However, if you haven't crashed the first time you won't at this game session. At least that's what I can tell from my experience.
    Good to know. Thanks.
  • ceribikceribik Join Date: 2009-11-24 Member: 69492Members, Reinforced - Supporter, Reinforced - Silver
    edited July 2014
    I think I might have fixed this for myself. I cleaned the shader cache (~/.config/Natural Selection 2/cache) about a week ago and I haven't had a crash ever since.
  • rkfgrkfg Russia Join Date: 2013-09-03 Member: 187744Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
    Like I said, it doesn't happen often. But it does from time to time. Clearing the shader cache may help if you updated the videodriver recently, the game recompiles all the shaders in that case. Maybe some older versions get in a way.
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