Error: LuaInject.dll could not be loaded into the process

jszepietowskijszepietowski Members Join Date: 2007-10-22 Member: 62702Posts: 1
Hello, (first post! yay!)

So, I am trying to see if I can magically throw Decoda onto our project and have instant script-debugging goodness. So far I am having some issues.

So some info:
- We use Lua 5.1 with the LuaCoco-1.1.0 addin/mod/whatever
- We statically link Lua
- We generally have a largeish(?) amount of VMs active at a time (10-20).
- Both our Debug/Release builds produce PDBs with full debug information

So, running the debug build of our client I am able to launch and/or attach Decoda. It seems to be working properly (tracking the lifetimes of our VMs, etc). However, it reduces the client into what could be observed as 'frozen', but in reality seems to be a very dramitic slowdown the the client (tested through hooking into the client with VS.NET2005 debugger, pausing, observing that progress is being made... slowly). The slowdown is to the point of approx 1 frame per minute, so its far from usable.

So, I figured perhaps Decoda is adding a large overhead and a Release build would be more fruitful. However, when running in Release Decoda is unable to attach to the process, or launch the process. The error Decoda reports:
"Error: LuaInject.dll could not be loaded into the process"

I believe i have all Decoda project settings setup properly.. PDBs are output to the same directory in both Debug/Release builds, and in the case of release builds I did try cleansing the directory of debug PDBs (thinking perhaps decoda was looking at those?)

So, any advice would be appreciated. Decoda looks like it would be a pretty cool tool once I figure out how to work with it. smile-fix.gif

Some thoughts:
- Is Decoda not compatible with LuaCoco? This might explain a lot.
- Is Decoda poor at handling large amounts of VMs? How about fairly rapid creation/destruction of VMs?

Thanks smile-fix.gif

Comments

  • EricTetzEricTetz Members Join Date: 2007-12-03 Member: 63072Posts: 1
    edited December 2007
    "LuaInject.dll could not be loaded into the process"

    Having that problem here, with the debug build.

    I'm evaluating Decoda for use in-house here, but have thus far been unable to debug anything with it. It's error output and documentation are virtually worthless for troubleshooting purposes: there's no mention of this particular error, and there's not even a rudimentary discussion of what Decoda's is looking for in order to hook you application. Kinda surprising for $100/seat commercial product! It's also not encouraging to see that someone else with a similar problem posted over a month ago without a single response...
    Post edited by Unknown User on
  • MaxMax Technical Director, Unknown Worlds Entertainment Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer Join Date: 2002-03-15 Member: 318Posts: 1,737 admin
    Hi, usually it's fastest to work out these problems via e-mail, which is what I did in this case (which is why there is no discussion on the forums).

    This particular error is not documented because there is (supposed to be) no circumstance in which it should occur. In older versions of Decoda this error we be displayed if you specified your working directly improperly and DLLs required by your application could not be located, but we added a new error message to address that case.

    You mentioned this happens with your debug build. Does it not happen in release mode? This error has been reported to occur in VMWare, but that is something we haven't investigated yet.
    Max McGuire
    Technical Director, Unknown Worlds Entertainment
  • khelkunkhelkun Members Join Date: 2007-12-07 Member: 63098Posts: 2
    edited December 2007
    Hi,

    First let me say Decoda seems to be a very good tool and I'm pleased to test it biggrin-fix.gif

    We get some trys to use it in our game project but we also faced this LuaInject.dll "bug issue".

    We're able to debug a lua chunk through a simple command line : "lua.exe mychunck.lua".

    Unfortunatly debugging the release and debug executable of our project with Decoda results as an Access Violation inside LuaInject.dll.

    We're pretty sure the decoda project settings are well defined and required third party files are present (.pdb).

    May I send the call stack of the LuaInject.dll exception and other various information about our project to the decoda support ?

    Thanks for any feedback you would provide smile-fix.gif

    ADD :
    Do you think my problem may come from the fact LuaInject.dll isn't loaded at the default load adress ?
    image
    (I'm not sure to well understand what default load adress means)
    (If we can solve this problem we may be interested to acquire a relevant set of Decoda licences)
    Post edited by Unknown User on
    “Sophisme, le mensonge de la logique.” Victor Hugo
    Attention M. DANGER ... Et son copain
  • MaxMax Technical Director, Unknown Worlds Entertainment Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer Join Date: 2002-03-15 Member: 318Posts: 1,737 admin
    QUOTE(khelkun @ Dec 7 2007, 03:22 AM) »
    May I send the call stack of the LuaInject.dll exception and other various information about our project to the decoda support ?

    Please do. The e-mail is [email protected].
    Max McGuire
    Technical Director, Unknown Worlds Entertainment
  • khelkunkhelkun Members Join Date: 2007-12-07 Member: 63098Posts: 2
    QUOTE(Max @ Dec 7 2007, 05:53 PM) »
    Please do. The e-mail is [email protected].

    Thanks, I'll send you a relevant "bug report" of my own on Monday.
    I need to rest this week-end wink-fix.gif
    “Sophisme, le mensonge de la logique.” Victor Hugo
    Attention M. DANGER ... Et son copain
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