#Crash in my map Geodesic :(

80 messages · Page 1 of 1 (latest)

keen quarry
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Some people are experiencing inconsistent crashes in my map in various rooms and circumstances. A room transition, death, or save state load seems to make a crash more likely. I am noob so idk how to read the log.txt but here is an example crash, any guidance?


Detailed exception log:

System.ObjectDisposedException: Cannot access a closed Stream.
at System.IO.Strategies.BufferedFileStreamStrategy.Seek(Int64 offset, SeekOrigin origin)
at Celeste.Mod.ZipModContent.OpenParaEntry(ZipEntry real) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/Everest.Content.cs:line 448
at Celeste.Mod.Helpers.ZipAssetStream..ctor(ZipModAsset asset, ZipModSecret secret) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Helpers/ZipAssetStream.cs:line 28
at Celeste.Mod.ZipModAsset.Open(Stream& stream, Boolean& isSection) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/ModAsset.cs:line 317
at Celeste.Mod.ModAsset.get_Stream() in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/ModAsset.cs:line 47
at Celeste.Mod.AurorasHelper.PlayAudioTrigger.Added(Scene scene) in D:\Games\SteamLibrary\steamapps\common\Celeste\Mods\AurorasHelper\Triggers\PlayAudioTrigger.cs:line 206
at DMD<System.Void Monocle.EntityList:UpdateLists()>(EntityList this)
at SyncProxy<System.Void Monocle.EntityList:UpdateLists()>(EntityList )
at DMD<System.Void Celeste.Level:orig_LoadLevel(Celeste.Player+IntroTypes, System.Boolean)>(Level this, IntroTypes playerIntro, Boolean isFromLoader)
at SyncProxy<System.Void Celeste.Level:orig_LoadLevel(Celeste.Player+IntroTypes, System.Boolean)>(Level , IntroTypes , Boolean )
at DMD<System.Void Celeste.Level:LoadLevel(Celeste.Player+IntroTypes, System.Boolean)>(Level this, IntroTypes playerIntro, Boolean isFromLoader)

plain warrenBOT
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There are two types of logs; crash logs and log.txt.

Crash logs are generated when you see an "Oooops! :(" crash handler screen. They contain extra information which regular logs don't.
To access those, there's a button that says Open log file folder, which should take you to where they're stored. Make sure to grab the latest one!

For more subtle issues, non-crashing problems or other miscellaneous stuff, log.txt is checked. To find it, do the following:

  • Open Olympus.
  • Press the Manage button in the Installations panel on Olympus' main menu. (it's to the left)
  • Press Browse to open the Celeste folder.
  • Look for the file named exactly log.txt inside that folder. Do not grab error_log.txt or look into the LogHistory folder as those are not the log.txt you're looking for.

Your username may sometimes show up in those logs. If you're concerned about that, remember to censor it before uploading. Every text editor should have a replace function, commonly opened with Ctrl+H.

keen quarry
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this is another crash in a similar area of the map, not sure if they are related at all

keen quarry
cobalt relic
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This seems to be related to some mods forcibly saved them's jpeg or non-png images to png, and cause other normal png to fail to load

keen quarry
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like as if my mod has an image in it of the wrong format or something?

cobalt relic
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If you did then it's possible, but other map mods may also be possible

keen quarry
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just went through the whole graphics folder to make sure and everything is a png yeah

karmic grove
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Not the cause of the crash (actually I see no crash in that log, just a session that failed to decode thinkeline) but @winter granite hi you shouldn't save an FMOD.Channel in your mod session laugheline

winter granite
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Right I meant to fix this

karmic grove
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(12/11/2024 02:28:08) [Everest] [Warn] [LoadLevel] Failed loading room 0a10 of 'smoothee/Geodesic/geodesic [Geodesic]'
--------------------------------
Detailed exception log:
--------------------------------
System.ObjectDisposedException: Cannot access a closed Stream.
   at System.IO.Strategies.BufferedFileStreamStrategy.Seek(Int64 offset, SeekOrigin origin)
   at Celeste.Mod.ZipModContent.OpenParaEntry(ZipEntry real) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/Everest.Content.cs:line 448
   at Celeste.Mod.Helpers.ZipAssetStream..ctor(ZipModAsset asset, ZipModSecret secret) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Helpers/ZipAssetStream.cs:line 28
   at Celeste.Mod.ZipModAsset.Open(Stream& stream, Boolean& isSection) in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/ModAsset.cs:line 317
   at Celeste.Mod.ModAsset.get_Stream() in /home/vsts/work/1/s/Celeste.Mod.mm/Mod/Everest/ModAsset.cs:line 47
   at Celeste.Mod.AurorasHelper.PlayAudioTrigger.Added(Scene scene) in D:\Games\SteamLibrary\steamapps\common\Celeste\Mods\AurorasHelper\Triggers\PlayAudioTrigger.cs:line 206
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Might be an issue with ZipModAsset though? Not sure

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Because it sounds like your trigger is just doing someAsset.Stream and that Everest is failing to give you the stream

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zip file access has some fun concurrent stuff where it gets closed if it's not accessed for a while, wouldn't be surprised if there was a race condition with that ohnoshiro

karmic grove
unborn geode
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keep this in mind, i also experienced similar stuff

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@winter granite your play audio trigger has crashes with savestates, i guess i should bring it up now

winter granite
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:(

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I think it's cause of that channel in session thing isn't it

unborn geode
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logs above should help if you want to fix it i guess

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those are too code jargon for my understanding

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they also straight up dont get affected when you savestate, like the audio keeps playing

karmic grove
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I'm trying to rework the zip part

unborn geode
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do you also have access to aurora helper?

karmic grove
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I mean, the Everest part ohnoshiro

keen quarry
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Thank you so much for your help all!!!!

keen quarry
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Ok so I removed the aurora helper audio triggers because they did seem to be causing crashes, but someone is still getting a consistent crash in this room if they load a state a few times and then retry. It is a consistent crash for them but I can't reproduce it under the same circumstances, (and seemingly so can some others) so I wonder if there's like a missing dependency (that the lonn dependency window doesn't know about) or a conflict of mods somehow. Here's a log.txt:

karmic grove
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There's still a play audio trigger according to the logs thinkeline (are they playing on a pre-release version of Geodesic? The log says 0.0.1)

keen quarry
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I noticed that but then I checked the public release and in lonn and it was the correct version. Is it possible for it to show up on the error log just because the auroras helper is a dependency, even if the trigger isn’t in the room?

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Now that I think about it the person who got this crash was a playtester so I wonder if they are unable to update the mod bc they already have a pre release build or something like you said, I’ll double check

unborn geode
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has aurora helper been updated/has there been a way to stop the crashes

karmic grove
unborn geode
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this would mean everyone who plays the map would have to do these which they wont of course

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i can try if you're just checking for like if it is a solution so the code can be replicated or something along that

karmic grove
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yeah that's not something I expect everyone to do laugheline if that actually fixes issues, it'll be integrated into regular Everest

karmic grove
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did someone test? FRICK

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otherwise, how do I get that to happen on my end?

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(12/11/2024 02:28:08) [Everest] [Warn] [LoadLevel] Failed loading room 0a10 of 'smoothee/Geodesic/geodesic [Geodesic]'
I'm just going to tp to that room and retry a bunch

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FRICK time for Olympus dev build 7 I guess

karmic grove
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hold on, @keen quarry you removed the triggers, right? ohnoshiro

keen quarry
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hi, yes, I removed the problematic audio triggers in a recent update, although i think glasses specifically is using them in a map he's working on where the alternative i found does not work as well

karmic grove
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I'm going to try replicating it on a test map laugheline

keen quarry
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if you are talking about the audio trigger crash, it seemed to be related to speedrun tool savestate loading, but idk of a consistent way to reproduce it

keen quarry
karmic grove
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I suspect this is a race condition, basically "multiple things happen at the same time and sometimes it just doesn't line up right"

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those tend to be pretty inconsistent laugheline

keen quarry
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i see

karmic grove
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if someone can replicate... catplant

keen quarry
unborn geode
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i tried replicating the crash without this and i couldnt get it to crash lol

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ill be clearing everything related to them like a normal player would to see if it does crash still i have no idea what changed

karmic grove
unborn geode
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i have gotten another crash

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posting logs now

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oh shit i got a hard crash after retrying level and then loading savestate

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game froze up and then just crashed completely

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@karmic grove does this produce a log anywhere or am i out of luck

elfin valve
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open eventvwr.msc, open windows logs, application and search for celeste in there

unborn geode
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ok how do i post the info there to here

elfin valve
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just copy paste it

unborn geode
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details?

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Log Name: Application
Source: .NET Runtime
Date: 12/25/2024 9:16:44 PM
Event ID: 1026
Task Category: None
Level: Error
Keywords: Classic
User: N/A
Computer: s
Description:
Application: Celeste.exe
CoreCLR Version: 7.0.723.27404
.NET Version: 7.0.7
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0000005, exception address 00007FF862226138

Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name=".NET Runtime" />
<EventID Qualifiers="0">1026</EventID>
<Version>0</Version>
<Level>2</Level>
<Task>0</Task>
<Opcode>0</Opcode>
<Keywords>0x80000000000000</Keywords>
<TimeCreated SystemTime="2024-12-25T18:16:44.3566713Z" />
<EventRecordID>41718</EventRecordID>
<Correlation />
<Execution ProcessID="7152" ThreadID="0" />
<Channel>Application</Channel>
<Computer>s</Computer>
<Security />
</System>
<EventData>
<Data>Application: Celeste.exe
CoreCLR Version: 7.0.723.27404
.NET Version: 7.0.7
Description: The process was terminated due to an unhandled exception.
Exception Info: exception code c0000005, exception address 00007FF862226138
</Data>
</EventData>
</Event>

elfin valve
#

are there any other errors

unborn geode
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Log Name: Application
Source: Application Error
Date: 12/25/2024 9:16:44 PM
Event ID: 1000
Task Category: Application Crashing Events
Level: Error
Keywords:
User: (sensitive info)
Computer: s
Description:
Faulting application name: Celeste.exe, version: 1.0.0.0, time stamp: 0x66b90791
Faulting module name: fmod64.dll, version: 0.1.10.20, time stamp: 0x5e5ba292
Exception code: 0xc0000005
Fault offset: 0x0000000000006138
Faulting process id: 0x0x1BF0
Faulting application start time: 0x0x1DB56F7B5F0C4F9
Faulting application path: D:\SteamLibrary\steamapps\common\Celeste\Celeste.exe
Faulting module path: D:\SteamLibrary\steamapps\common\Celeste\lib64-win-x64\fmod64.dll
Report Id: 5b043edc-c375-4818-8d46-db50829a2b24
Faulting package full name:
Faulting package-relative application ID:

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Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
<System>
<Provider Name="Application Error" Guid="{a0e9b465-b939-57d7-b27d-95d8e925ff57}" />
<EventID>1000</EventID>
<Version>0</Version>
<Level>2</Level>
<Task>100</Task>
<Opcode>0</Opcode>
<Keywords>0x8000000000000000</Keywords>
<TimeCreated SystemTime="2024-12-25T18:16:44.8213764Z" />
<EventRecordID>41719</EventRecordID>
<Correlation />
<Execution ProcessID="6592" ThreadID="11180" />
<Channel>Application</Channel>
<Computer>s</Computer>
<Security UserID="S-1-5-21-143272957-67697519-150581358-1001" />
</System>
<EventData>
<Data Name="AppName">Celeste.exe</Data>
<Data Name="AppVersion">1.0.0.0</Data>
<Data Name="AppTimeStamp">66b90791</Data>
<Data Name="ModuleName">fmod64.dll</Data>
<Data Name="ModuleVersion">0.1.10.20</Data>
<Data Name="ModuleTimeStamp">5e5ba292</Data>
<Data Name="ExceptionCode">c0000005</Data>
<Data Name="FaultingOffset">0000000000006138</Data>
<Data Name="ProcessId">0x1bf0</Data>
<Data Name="ProcessCreationTime">0x1db56f7b5f0c4f9</Data>
<Data Name="AppPath">D:\SteamLibrary\steamapps\common\Celeste\Celeste.exe</Data>
<Data Name="ModulePath">D:\SteamLibrary\steamapps\common\Celeste\lib64-win-x64\fmod64.dll</Data>
<Data Name="IntegratorReportId">5b043edc-c375-4818-8d46-db50829a2b24</Data>
<Data Name="PackageFullName">
</Data>
<Data Name="PackageRelativeAppId">
</Data>
</EventData>
</Event>

elfin valve
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okay so it's an fmod access violation

unborn geode
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this i think is all

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hopefully i didnt post sensitive info lol

elfin valve
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not really

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not sure why it crashes in fmod but i would guess savestating would be the culprit

unborn geode
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the crash is fully a result of savestating

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exact steps of what happened:
i enter audio trigger with a savestate right before the audio trigger
audio trigger is played out
i load back
it crashes

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it is the very inconsistent

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different log from the same audio

unborn geode