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Messages - tuk0z

#1
Not wanting to necro this post. It's just that if I had seen it, I wouldn't have stopped playing the game 6 months AND avoided over 1000 hard crashes before finally finding the very solution gschw had found earlier: https://ludeon.com/forums/index.php?topic=55734.msg493077 
PS both of us suggested one thing to the game team: let this crash and solution be known to Linux users.
#2
Yeah there's been quite some reports on this. Many were suppressed (hopefully merged) but here's one alive, where gycklarn posted a nice animated screenshot that describes part of the issue quite well: 
https://ludeon.com/forums/index.php?topic=54419.0
#3
Traps have a chance to not break when triggering; the smaller the being, the more chance. At least that's what I've observed since 1.3 (maybe 1.2).
#4
Well, last game I could finish was in back 2020 (I guess all the CTDs I had on v1.2 after adding Charlotte's Harmony patch had something to do with this) so can you imagine how many hundred hours it took the dumb of me trying to read logs, remove/test mods and so on? But many Linux users are way better than me to discover platform generic bugs: 5.8% sales and over 38% of bug reports from Linux said one dev but it's been helpful

May I suggest the RW team reduces chances for this to happen again, by adding a reachable tip for their fellow Linux users? Something like (am far from being an English speaker tho):
QuoteTo Linux users: If playing big i.e. many hundreds of animals (pawns?) with mods, there are chances your game will crash to the desktop as soon as a Unity process requires more memory map areas than the maximum number the Linux kernel provides per process.
Next, if provided the technical guideline should be as neutral as possible (to address most if not all distros users). I dunno but e.g.
QuoteTo test what your current value is type `sysctl vm.max_map_count`. You can change this setting live using the `sysctl -w vm.max_map_count=262144` as root/sudo (this will be reset next reboot). If that worked you can make it permanent by adding the following line
vm.max_map_count = 262144
to a file in /etc/sysctl.d/ (e.g. '/etc/sysctl.d/99-vm.conf')
Reference Linux kernel documentation for /proc/sys/vm/
#5
Over 20 hours playing with no CTD (or any sort of crash) since I quadrupled the Linux kernel virtual memory setting above :) Will mark this issue solved.
#6
13 hours playing no crash here. 
Also some curated references :

  • Unityci Couple interesting links here eg post #4 "GC_realloc / GC_register_finalizer_ignore_self abort due to mmap(PROT_NONE)"
  • Also affects Unturned3 hosts (Windows server incl.)
  • And the Oxyde/umod community
All from 2020-10 (earliest mention I found) onwards.
#7
Hey Canute so far looks it's both Linux and Unity not knowing each other well, but please let me finish testing.  Also if confirmed, RW isn't at fault at all, though it could maybe really really really give its penguins players a visible tip. 
PS It wouldn't surprise me if the CTD happened on almost all Linux distros as soon as one tries playing big, ie by the numbers: pawns / animals ...
#8
No CTD for a day and 1/2; might well have found what's causing the Game-starts-to-furiously-crash-after-a-few-IG-years CTD (nmap): the Linux kernel `vm.max_map_count` default value isn't really as adapted to huge Unity/Mono processes as Windows is, curiously ;)
Not crying victory before a couple more days testing, but no more crash for so long is already big. It's been almost a year all my colonies ended up crashing.

lmao since there was seemingly no cure in sight from the game/engine community, Canute quick remark below made me go search on the Linux side of the equation more thoroughly. A better reading of the "il2cpp android] mmap(PROT_NONE) failed" link in first post quickly led me discover a number of Unity-on-Linux closely related if not exact copies of this CTD issue. Posts were thoroughly understandable, yeaah :) Knowing about the Linux kernel virtual memory wasn't even required, maybe fastened the understanding. Anyway will come back after like 2 more days testing.
Quote from: Canute on October 18, 2021, 03:37:51 PM
Never saw these mmap(PROT_NONE) failed,
must be linux specific error or maybe some mod i don't know (well).
#9
So, just 6 crashes to the desktop since my last post, from 10 seconds to 5 hours into my save, always as I play (vs game paused) and utterly unpredictable. Hieroglyphic stack frames begin as above but no need to post them I guess since no one around can decipher them. The welcomed v1.3.3159 update added its own layer of little challenges to my loosing battle, as it has become "fearing" more than playing.
#10
Judging by those who commented on the Steam release thread you weren't the only one. Fix : Rebuilding pods makes the bug vanish.
#11
Quote from: tuk0z on October 22, 2021, 02:41:06 PMThese MS/Unity/Mono error stack frames must have a meaning for someone in this world. Wait, no?
I guess the answer is no.

Anyway today with Light Radius on, the game run fine for over 3 hours, then suddently crashes with this (slightly different) stack:
mmap(PROT_NONE) failed
Caught fatal signal - signo:6 code:-6 errno:0 addr:0x3e900000c0f
Obtained 15 stack frames.
#0  0x007fcfb6482870 in (Unknown)
#1  0x007fcfb62dfd22 in (Unknown)
#2  0x007fcfb62c9862 in (Unknown)
#3  0x007fcfb0ec1312 in (Unknown)
#4  0x007fcfb0ec137f in (Unknown)
#5  0x007fcfb0ec427f in (Unknown)
#6  0x007fcfb0ec44e8 in (Unknown)
#7  0x007fcfb0ec4956 in (Unknown)
#8  0x007fcfb0ec5788 in (Unknown)
#9  0x007fcfb0ec58ac in (Unknown)
#10 0x007fcfb0e9b8fb in (Unknown)
#11 0x007fcfb0e50de0 in (Unknown)
#12 0x007fcfb0e50f57 in (Unknown)
#13 0x007fcfb0e50f9f in (Unknown)
#14 0x000000417c6f07 in (wrapper managed-to-native) object:__icall_wrapper_ves_icall_object_new_specific (intptr)

The good news is that it had been 8 days since my game run this long before crashing. The less good news is I can't imagine making a new base and test it that many hours for each mod. Unless there is a way to reduce the number of mods that may be linked in these crash, and therefore to test for so long?
#12
Yeah, I didn't think enough about an active mod upgrade doing wrong. A quick and clean new base with the mod would help to pinpoint where the issue comes from in thefirst place yeah.  Fact I never could finish a campaign (start no prob, crash only many years IG) since v1.2 came out might blur my vision.

Quote from: Canute on October 22, 2021, 01:03:21 PM
But when these nmap thing just happen later during gameplay, it is hard to track down anyway.
You never can say if it is a single mod issue or a mod conflict of 2 or more mods that cause it.
Which is why I'm here man. These MS/Unity/Mono error stack frames must have a meaning for someone in this world. Wait, no?
#13
Quote from: Canute on October 22, 2021, 08:28:40 AM
1. The game change, the mod change with every new major version.
Sometimes the mod author's just need to recompile their .dll if they made one, but mosttimes some XML changes are made too.
When a modlist works at 1.2 there is no garantee that it will works fine at 1.3 too.
Yes, having played the game a lot since B18 I know that (otherwise probably wouldn't take weeks to validate mods after any major release or DLC)

Quote from: Canute on October 22, 2021, 08:28:40 AMWhen you found such mod's that cause problems, you should try to use the alone. And report any problems to the author. Maybe it is just minor problem based on linux/MacOS.
You mean using the mod alone? we've checked earlier one can't remove all (other) mods from a long time running game without breaking it, so this is a non applicable advice. Rather, if a new player was to read this I'd tell him or her: Remove any mod that did not add any pawn/faction/item in your game yet. E.g. most UI, texture, QoL mods (and even other if one deletes any stuff the mod added before removing it).

Back to debugging this nmap error :
I found 2 mods that cause it by themselves now (after having worked fine for IG years). Colonist History alone[1] crashes my game rather instantly upon loading my save. And Light Radius alone[1] crashes it too but later after loading (about 30'). Info has been shared with their developers.

[1] "alone", that is among the mods I can deactivate.
#14
A follow up and a question about how to debug this game with mods. 

  • note I tested this modlist for 2 weeks before starting a v1.3+DLC game and they worked fine (early August).
  • following the exchange with @Canute I removed most of the mods I could without breaking current game
  • reactivating one mod at a time I found a mod that consistently causes the 'nmap(PROT_NONE)' crash when activated, game running fine without this mod
  • reactivating another mod caused another crash though with a fully different error, but re-restarting changing nothing had the game consistently run smoothly with no error
  • reactivating yet another mod had the game crash after ~45', with the same 'nmap(PROT_NONE)' error
So which mod is causing the crash: the one that crashes when restarting once, twice, after many IG years, else?

Incidentally, is RimWorld with mods supposed to be (at least in my eyes) so inconsistent? Or is it rather RimWorld with mods played on Linux ? Or there is a way to use the stack frames it gives when it crashes -- it's just me being still ignorant atm?

I ask because hundreds of hours testing per game/campaign is a bit over what I can afford (~200H testing before starting the game + ~2h per mod 2 months after it started crashing later in the same game = 60h + the research and reports). Being a tech person I'm used to debuggin, but I'd also like to enjoy my time playing the game and DLC I bought.
#15
OK so I found a mod that's crashing my 5 IG years old game, also maybe why the freak it happens only after IG years (it's NOT Harmony :D) I'll report this to its dev. With one hour testing per mod (I've seen crashes after the 30' mark) testing is taking time. But I wanna be sure there aren't any other(s). Also second COVID-19 vaccine yesterday left me feel almost like a scyther having received his EMP gift lol