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Crash upon editing script in prim on home parcel 
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Joined: 2016-06-19 21:33:37
Posts: 342
Location: Columbus area, OH, USA
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I can't be sure if this is a new issue or not. I haven't edited and saved any LSL scripts on my own parcel for a while. I believe all pacel settings are correct. I can also edit other in places, like public sandboxes. A crash is easily reproducible for me by creating a new cube, adding a new, default script, edit something (like one of the strings) and attempt to save. The viewer appears to crash during the save operation. My viewer info is:
Code:
Cool VL Viewer v1.26.24.7, 64 bits, Feb  1 2020 06:04:47
Release Notes

CPU: AMD Athlon(tm) X4 880K Quad Core Processor (3680.93 MHz)
Memory: 32138MB
OS version: Linux-x86_64 v5.4.14-200.fc31.x86_64 #1 SMP Thu Jan 23 13:06:12 UTC 2020
Memory manager: jemalloc v5.2.1-20200131
Graphics card vendor: NVIDIA Corporation
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2
OpenGL version: 4.6.0 NVIDIA 440.44
Detected VRAM: 11264MB
J2C decoder: OpenJPEG: 1.4.0.635f
Audio driver: OpenAL v1.1 ALSOFT 1.19.1 (OpenAL Soft: OpenAL Soft)
Networking backend: libcurl/7.47.0 OpenSSL/1.0.2t zlib/1.2.11
Embedded browser: CEF3 plugin v74.1.19+gb62bacf+chromium-74.0.3729.157

Built with: GCC v9.2.1
Compiler-generated maths: AVX.

Compile flags used for this build:
-O3 -fno-delete-null-pointer-checks -falign-functions=16 -falign-jumps=16 -fno-align-labels -fno-align-loops -fno-ipa-cp-clone -fsched-pressure -frename-registers -fweb -fira-hoist-pressure -DNDEBUG -march=native -std=c++11 -pipe -g -gdwarf-2 -gstrict-dwarf -fno-var-tracking-assignments -fexceptions -fno-strict-aliasing -fvisibility=hidden -fsigned-char -m64 -mfpmath=sse -fno-math-errno -fno-trapping-math -pthread -fno-stack-protector -Wall -Wno-reorder -Wno-unused-local-typedefs -Wno-deprecated-declarations -Wno-unused-variable -Wno-placement-new -Wno-parentheses -Werror -DLL_LINUX=1 -D_REENTRANT -D_GLIBCXX_USE_CXX11_ABI=0 -DXML_STATIC -DLL_USE_JEMALLOC=1 -DLL_ELFBIN=1 -DLL_LUA=1 -DOV_EXCLUDE_STATIC_CALLBACKS -DLL_FMODSTUDIO=1 -DLL_OPENAL=1 -DLL_SDL=1 -DLIB_NDOF=1 -DLL_X11=1


Attachments:
CoolVLViewer.zip [20.09 KiB]
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2020-02-01 20:31:11
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Joined: 2016-06-19 21:33:37
Posts: 342
Location: Columbus area, OH, USA
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Creating a script in inventory produces a similar error as seen in the viewer log (although via dialog): 'Upload failed:Service unreachable'. The viewer does not crash, however.


2020-02-01 20:36:01
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Joined: 2009-03-17 18:42:51
Posts: 5550
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I cannot reproduce any such crash here. Please, provide the stack_trace.log file: without it, I cannot know where the crash happens.

In any case, and while the viewer should not crash, this appears to be the result of a server or network issue ("cap not found .../..." in log).


2020-02-01 22:37:24
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Joined: 2016-06-19 21:33:37
Posts: 342
Location: Columbus area, OH, USA
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Sorry about that. I thought I included a stack_trace.log in the previous zip. I see that I did not. Here is one I produced from the prebuilt viewer. It happens for me on my Linden Home parcel in your build or my own build.


Attachments:
stack_trace.zip [1.64 KiB]
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2020-02-01 23:01:14
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Joined: 2009-03-17 18:42:51
Posts: 5550
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Thanks. I think I found the issue (trying to get a string from an LLSD array to display it as error in the script editor, while the passed LLSD is not an array but an empty LLSD string).

If you compile the viewer yourself, then your could try the attached patch (create a '~/.secondlife/patches/cool_vl_viewer' directory, place the patch file inside it, and invoke the buildlinux.sh script with the '-p' option).


Attachments:
lsl-editor-crash.patch.gz [751 Bytes]
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2020-02-01 23:08:31
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Joined: 2016-06-19 21:33:37
Posts: 342
Location: Columbus area, OH, USA
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I downloaded the patch and rebuilt (and verified the file was altered after the build finished). The viewer still crashes but with a slightly different trace. I have attached logs again.


Attachments:
CoolVLViewer_logs.zip [21.6 KiB]
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2020-02-01 23:29:42
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Joined: 2009-03-17 18:42:51
Posts: 5550
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OK, here is a new patch to replace the previous one; you will have to recompile from fresh sources (else you would get rejects with the new patch from the previously patched sources).

Should you still crash, please enable the "ScriptEditor" debug tag (with "Advanced" -> "Consoles" -> "Debug tags") and try again to get some more debug info dumped into the log file.


Attachments:
lsl-editor-crash-2.patch.gz [912 Bytes]
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2020-02-01 23:58:09
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Joined: 2016-06-19 21:33:37
Posts: 342
Location: Columbus area, OH, USA
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I'm starting to think the crash isn't actually because of a problem in llpreviewscript.cpp. I did a test edit/save of a script from my inventory (so that it was logged first) and it produces an error and the viewer is fine. I then did an edit/save of a script in a rezzed object's inventory, which results in the crash. The DEBUG info seems sparse but I'm uploading a new set of logs for review. If Linden fix their servers, I likely won't be able to repro...because the upload will just succeed.


Attachments:
CoolVLViewer_logs.zip [22.42 KiB]
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2020-02-02 01:06:21
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Joined: 2009-03-17 18:42:51
Posts: 5550
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ZaneZimer wrote:
The DEBUG info seems sparse but I'm uploading a new set of logs for review.
On the contrary, it proves the calls in llpreviewscript.cpp are fine and that the call to LLPreviewScript::callbackLSLCompileFailed() that causes the crash comes from elsewhere... And indeed, there is one such external call in llviewerassetupload.cpp, and there are two problems with it: first, it does not pass a proper LLSD array (but the patched code should now catch it), and second, it makes a static cast to LLPreviewScript while the crash you get is from a LLLiveLSLEditor, which is the real cause for that crash.

Quote:
If Linden fix their servers, I likely won't be able to repro...because the upload will just succeed.
Indeed, and it's probably just a matter of restarting the sim... Sadly, it's well past reasonable bed time for me... Here is a last attempt: replace the old patch with this one, and recompile with fresh sources, please.


Attachments:
lsl-editor-crash-3.patch.gz [1.51 KiB]
Downloaded 106 times
2020-02-02 01:37:12
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Joined: 2016-06-19 21:33:37
Posts: 342
Location: Columbus area, OH, USA
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Thanks for the latest patch. I used it along with a completely fresh extract of the source and built. I have done a few tests with combinations of actions and things seem to be working as expected. The same error dialog that appears for this condition when editing a script in my inventory now appears when editing a script in the object's inventory (i.e no crash now). Looks like the patch is successful. If you would like me to do a specific test and/or upload some more debug logs, I'm happy to help.

Cheers. :)


2020-02-02 03:43:25
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