can't solve crash on Mac/Win (32 and 64)
I have a non-interactive, infinitely cycling application that crashes regularly (if not frequently). I believe it's happening when certain objects are in the scene, but I'm not sure. The Mac Crash Reporter says it's this error, which I understand has to do with memory, but I'm not exactly sure what else:
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000230
Exception Note: EXC_CORPSE_NOTIFY
The logs in the development builds are ending with something like the following.
Receiving unhandled NULL exception
Receiving unhandled NULL exception
Obtained 13 stack frames.
Obtained 31 stack frames.
#0 0x000000016a0db9 in void physx::shdfnd::sort<physx::PxsContactPatch*, physx::SortBoundsPredicateManifold, physx::shdfnd::ReflectionAllocator<physx::PxsContactPatch*> >(physx::PxsContactPatch**, unsigned int, physx::SortBoundsPredicateManifold const&, physx::shdfnd::ReflectionAllocator<physx::PxsContactPatch*> const&, unsigned int)
#1 0x000000016a0120 in physx::PxsContactReduction<6u>::reduceContacts()
#2 0x0000000169f8d2 in physx::PxsSolverConstraintPostProcessTask::mergeContacts(physx::PxsCompoundContactManager&, physx::PxsThreadContext&)
#3 0x0000000169f342 in physx::PxsSolverConstraintPostProcessTask::runInternal()
#4 0x00000001630804 in physx::Cm::Task::run()
#5 0x0000000071e9fc in PhysxJobFunc(physx::PxBaseTask*)
#6 0x00000000a1f506 in JobQueue::Exec(JobInfo*, int, int)
#7 0x00000000a1fa10 in JobQueue::ExecuteOneJob()
#8 0x00000000a1bacc in JobSystem::ExecuteOneJobQueueJob()
#9 0x000000006ec245 in CompletionTask::ProcessAllPhysicsTasks()
#10 0x0000000070de3d in PhysicsManager::FixedUpdate()
#11 0x0000000070ba53 in PhysicsManager::InitializeClass()::FixedUpdatePhysicsFixedUpdatestruct::Forward()
#12 0x00000000acb33d in PlayerLoop()
#13 0x0000000133c126 in -[PlayerAppDelegate UpdatePlayer]
#14 0x00000095a8f1e6 in __NSFireTimer
#15 0x0000009426a996 in __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__
#16 0x0000009426a4ad in __CFRunLoopDoTimer
#17 0x00000094269f4e in __CFRunLoopDoTimers
#18 0x00000094261910 in __CFRunLoopRun
#19 0x00000094260e1a in CFRunLoopRunSpecific
#20 0x00000094260c0b in CFRunLoopRunInMode
#21 0x00000093954396 in RunCurrentEventLoopInMode
#22 0x00000093954182 in ReceiveNextEventCommon
#23 0x00000093953f7b in _BlockUntilNextEventMatchingListInModeWithFilter
#24 0x00000091f86015 in _DPSNextEvent
#25 0x000000926ebbbb in -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
#26 0x000000926eb4e5 in -[NSApplication(NSEvent) nextEventMatchingMask:untilDate:inMode:dequeue:]
#27 0x00000091f7acb6 in -[NSApplication run]
#28 0x00000091f47d1e in NSApplicationMain
#29 0x0000000133bf1b in PlayerMain(int, char const**)
#30 0x000000000029f5 in start
Thread 0x0 may have been prematurely finalized
Stacktrace:
Native stacktrace:
0 libsystem_kernel.dylib 0xa1668496 __pthread_kill + 10
1 libsystem_c.dylib 0xa15c8a34 abort + 141
2 io 120817 ELtestbuild32 nobreak DEV 0x0112b129 _Z12HandleSignaliP9__siginfoPv + 41
3 libmono.0.dylib 0x030a4fbc mono_chain_signal + 69
4 libmono.0.dylib 0x02ffdc08 mono_sigsegv_signal_handler + 231
5 libsystem_platform.dylib 0xa1742e5b _sigtramp + 43
6 ??? 0xffffffff 0x0 + 4294967295
7 io 120817 ELtestbuild32 nobreak DEV 0x016a0120 _ZN5physx19PxsContactReductionILj6EE14reduceContactsEv + 1296
8 io 120817 ELtestbuild32 nobreak DEV 0x0169f8d2 _ZN5physx34PxsSolverConstraintPostProcessTask13mergeContactsERNS_25PxsCompoundContactManagerERNS_16PxsThreadContextE + 1378
9 io 120817 ELtestbuild32 nobreak DEV 0x0169f342 _ZN5physx34PxsSolverConstraintPostProcessTask11runInternalEv + 290
10 io 120817 ELtestbuild32 nobreak DEV 0x01630804 _ZN5physx2Cm4Task3runEv + 36
11 io 120817 ELtestbuild32 nobreak DEV 0x0071e9fc _ZL12PhysxJobFuncPN5physx10PxBaseTaskE + 204
12 io 120817 ELtestbuild32 nobreak DEV 0x00a1f506 _ZN8JobQueue4ExecEP7JobInfoii + 118
13 io 120817 ELtestbuild32 nobreak DEV 0x00a1fa10 _ZN8JobQueue13ExecuteOneJobEv + 64
14 io 120817 ELtestbuild32 nobreak DEV 0x00a1bacc _ZN9JobSystem21ExecuteOneJobQueueJobEv + 28
15 io 120817 ELtestbuild32 nobreak DEV 0x006ec245 _ZN14CompletionTask22ProcessAllPhysicsTasksEv + 21
16 io 120817 ELtestbuild32 nobreak DEV 0x0070de3d _ZN14PhysicsManager11FixedUpdateEv + 3005
17 io 120817 ELtestbuild32 nobreak DEV 0x0070ba53 _ZZN14PhysicsManager15InitializeClassEvEN35FixedUpdatePhysicsFixedUpdatestruct7ForwardEv + 35
18 io 120817 ELtestbuild32 nobreak DEV 0x00acb33d _Z10PlayerLoopv + 605
19 io 120817 ELtestbuild32 nobreak DEV 0x0133c126 -[PlayerAppDelegate UpdatePlayer] + 326
20 Foundation 0x95a8f1e6 __NSFireTimer + 97
21 CoreFoundation 0x9426a996 __CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION__ + 22
22 CoreFoundation 0x9426a4ad __CFRunLoopDoTimer + 1213
23 CoreFoundation 0x94269f4e __CFRunLoopDoTimers + 350
24 CoreFoundation 0x94261910 __CFRunLoopRun + 2192
25 CoreFoundation 0x94260e1a CFRunLoopRunSpecific + 506
26 CoreFoundation 0x94260c0b CFRunLoopRunInMode + 123
27 HIToolbox 0x93954396 RunCurrentEventLoopInMode + 268
28 HIToolbox 0x93954182 ReceiveNextEventCommon + 494
29 HIToolbox 0x93953f7b _BlockUntilNextEventMatchingListInModeWithFilter + 83
30 AppKit 0x91f86015 _DPSNextEvent + 1227
31 AppKit 0x926ebbbb -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1742
32 AppKit 0x926eb4e5 -[NSApplication(NSEvent) nextEventMatchingMask:untilDate:inMode:dequeue:] + 132
33 AppKit 0x91f7acb6 -[NSApplication run] + 943
34 AppKit 0x91f47d1e NSApplicationMain + 1368
35 io 120817 ELtestbuild32 nobreak DEV 0x0133bf1b _Z10PlayerMainiPPKc + 1371
36 io 120817 ELtestbuild32 nobreak DEV 0x000029f5 start + 53
Debug info from gdb:
=================================================================
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================
If anyone can help interpret these lines I'd be extremely grateful. Sometimes there are 4 and even 8 "Receiving unhandled NULL exception" lines.
I've used PlayMaker to script some pretty heavy physics interactions. The memory logs have generally shown total memory usage at around 250-300 MB. I'm not really sure what else to do at this point. Hoping someone can provide insight!
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