Author Topic: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out  (Read 1847 times)

ktaragorn

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Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« on: September 17, 2010, 05:45:06 am »
Hi, we are considering using planeshift in our research project and im trying to get the server and client to work.

I have compiled client based on the compiling guide and copied art over from the installed version.
When i try to login to my server, after login -> select char-> load, it loads the screen for 1 second and crashes with a segmentation fault
This behaviour is identical when my colleague tries to join a public server as well, on ubuntu 10.04 x32
The installed clients work fine on our platforms.
If i remember correctly, soon after compiling it worked for a bit, but after map change once or twice this problem started.
The console output while starting the game, of both compiled and installed versions do not seem to differ in any significant way.
gdb shows the following backtrace
Code: [Select]
Core was generated by `./psclient'.
Program terminated with signal 11, Segmentation fault.
#0  0x00007f1efabbe928 in strcasecmp () from /lib/libc.so.6
(gdb) bt
#0  0x00007f1efabbe928 in strcasecmp () from /lib/libc.so.6
#1  0x00007f1eedefad63 in operator() (this=0x7f1efc328420, name=<value optimized out>) at ./include/csutil/array.h:82
#2  FindSortedKey<char const*> (this=0x7f1efc328420, name=<value optimized out>) at ./include/csutil/array.h:866
#3  CS::Plugin::ShaderManager::csShaderManager::GetShader (this=0x7f1efc328420, name=<value optimized out>) at /host/planeshift/cs/plugins/video/render3d/shader/shadermgr/shadermgr.cpp:495
#4  0x000000000045becf in GEMClientItem::CloneMaterial (this=0x52ea1a0, mw=<value optimized out>) at src/client/pscelclient.cpp:2188
#5  0x000000000046be53 in GEMClientItem::CheckLoadStatus (this=0x52ea1a0) at src/client/pscelclient.cpp:2313
#6  0x0000000000499fd5 in psEngine::Process3D (this=<value optimized out>, ev=<value optimized out>) at src/client/psengine.cpp:916
#7  0x00007f1efba59bff in csEventTree::Dispatch (this=<value optimized out>, e=...) at /host/planeshift/cs/libs/csutil/cssubscription.cpp:576
#8  0x00007f1efba5a060 in csEventTree::Notify (this=0x2185000) at /host/planeshift/cs/libs/csutil/cssubscription.cpp:546
#9  0x00007f1efba12261 in csEventQueue::Notify (this=<value optimized out>, name=<value optimized out>) at /host/planeshift/cs/libs/csutil/cseventq.cpp:239
#10 0x00007f1efba125e7 in csEventQueue::Process (this=0x7f1efc38c518) at /host/planeshift/cs/libs/csutil/cseventq.cpp:255
#11 0x00007f1efbac3d66 in csDefaultRunLoop (r=<value optimized out>) at /host/planeshift/cs/libs/csutil/generic/runloop.cpp:99
#12 0x0000000000498b21 in main (argc=<value optimized out>, argv=<value optimized out>) at src/client/psengine.cpp:1901


on a slightly different note, worldeditor is completely black for me, and i cant see anything, though console doesnt seem to have any significant errors

Can anyone help me out with this? Any Help would be appreciated
Thanks
Karthik T
« Last Edit: September 17, 2010, 05:49:30 am by ktaragorn »

RlyDontKnow

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #1 on: September 17, 2010, 12:42:25 pm »
make sure to use the shaderlist (data/shader/shaderlist.xml) from svn and not from the release client

ktaragorn

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #2 on: September 17, 2010, 03:30:16 pm »
Oh...

Not at work to test it, will get back to you on monday, hope it works.

How come this isnt mentioned in compiling guide. It says to copy all of data/ minus data/gui.
also, if u have right to change it,
if u take stuff from release, need to change psclient.cfg to skin = elves.zip from default.zip
and in setting up server, need to do "use planeshift;" before sourcing..

tnx!! hope to have gud news on monday

RlyDontKnow

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #3 on: September 17, 2010, 03:40:18 pm »
well, the compile guide also mentions specific revisions you should use (which are the release ones ;))
using HEAD is somewhat only recommendable if you know what you're doing - mostly if you want to start working on patches, testing changes, etc.

ktaragorn

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #4 on: September 18, 2010, 06:23:09 am »
Im sorry wat is that in reference to? I did follow the guide to the letter afaik(copy paste ftw!) are any of my issues caused by newer code?

ktaragorn

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #5 on: September 20, 2010, 04:33:56 am »
Its working after following ur solution, TYVM!!

ktaragorn

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #6 on: September 20, 2010, 05:23:52 am »
im afraid worldeditor is still completely black, and consuming 100% CPU to boot(1 core of 2)
Code: [Select]
Mon Sep 20 11:21:03 2010, <src/common/sound/system.cpp:36 Initialize SEVERE>
Mon Sep 20 11:21:03 2010, Failed to locate Sound renderer!
WARNING: Texture '/lib/shadermgr-defaults/shadow_noise.png' not found.
[node: shadervars,shadervar(name=tex shadow noise)]
Opening GLX2D
Creating Context
Video driver GL/X version (direct renderer)
Visual ID: 0x0000000000000024, 24bit TrueColor
R8:G8:B8:A8,
level 0, double buffered
NOTIFY: Applied: NVidia: GENERATE_MIPMAPS does not generate last level
NOTIFY: OpenGL renderer: GeForce G210/PCI/SSE2 (vendor: NVIDIA Corporation) version 3.3.0 NVIDIA 256.53
NOTIFY: Using windowed mode at resolution 1024x768.
NOTIFY: Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 48 AccumAlpha: 16 MultiSamples: 0
NOTIFY: Multisample: disabled
NOTIFY: Using VBO with 64 MB of VBO memory
Mounting skin: /planeshift/art/skins/base/client_base.zip
Texture Manager parsing /paws/base/imagelist.xml
Segmentation fault (core dumped)
the Seg fault caused when i use the close button on the window title bar
the backtrace follows
Code: [Select]
Program terminated with signal 11, Segmentation fault.
#0  0x0000000000405dbd in ~csRef (this=0x1ff1010, __in_chrg=<value optimized out>) at /host/planeshift/cs/include/csutil/ref.h:206
206         CSREF_TRACK_DECREF (obj, this);
(gdb) list
201       /**
202        * Smart pointer destructor.  Invokes DecRef() upon the underlying object.
203        */
204       ~csRef ()
205       {
206         CSREF_TRACK_DECREF (obj, this);
207       }
208
209       /**
210        * Assign a csPtr to a smart pointer. Doesn't call IncRef() on
(gdb) bt
#0  0x0000000000405dbd in ~csRef (this=0x1ff1010, __in_chrg=<value optimized out>) at /host/planeshift/cs/include/csutil/ref.h:206
#1  WorldEditor::~WorldEditor (this=0x1ff1010, __in_chrg=<value optimized out>) at src/worldeditor/worldeditor.cpp:73
#2  0x000000000040540a in main (argc=1, argv=0x7fff028b1308) at src/worldeditor/main.cpp:32
(gdb)

Any help would be much appreciated

weltall

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #7 on: September 20, 2010, 07:08:54 am »
world editor is not currently being developed and/or considered in a working status.

ktaragorn

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #8 on: September 20, 2010, 07:34:37 am »
Oh, thats unfortunate.. how would i go about making/editing maps in that case? How is it done for the live game?

Aiwendil

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #9 on: September 20, 2010, 11:31:09 am »
well, the compile guide also mentions specific revisions you should use (which are the release ones ;))
using HEAD is somewhat only recommendable if you know what you're doing - mostly if you want to start working on patches, testing changes, etc.

The compile guild doesn't use revisions for PS already for some time now anymore...I think that was given up around 0.5 release.

ktaragorn

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #10 on: September 21, 2010, 05:20:04 am »
Hi, so is there any information on how i might manipulate the maps or make new ones of my own? could be very important. I dont know how to load any of the other maps in there since i dont know how to connect and which of them have spawn spots.

On a seperate note, I am running psclient on a different, server, machine and im getting the following errors
Code: [Select]
crystalspace.graphics3d.shader.glcg:
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.
  Cg error CG ERROR : The program could not load.


they occur at major screens during startup and also in game. This seems to add a lot of lag to the game as well, mouse movement among other things is very slow. and most models, character and otherwise seem to be blacked out. Could this be a graphics card issue? afaik drivers are uptodate, as much as they can be in linux(ubuntu 10.04 x64) and this is the graphics card
Code: [Select]
mmog@ubuntu:/host/planeshift/planeshift$ lspci
...
03:00.0 VGA compatible controller: nVidia Corporation G96 [Quadro FX 580] (rev a1)
...

Any help would be much appreciated.

weltall

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #11 on: September 21, 2010, 09:41:15 am »
either you are using opensource drivers and those won't work use the binary package. or cg is really not executable for some reasons permissions?
did you install nvidia cg toolkit correctly?

ktaragorn

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #12 on: September 24, 2010, 09:31:41 am »
I reinstalled the cg toolkit, no go, wasnt able to check driver..

With regards to the world builder, can someone tell me what tool is being used now to make the maps? or atleast how to go abt using the maps other than the ones in the guide. When i try some of the others, i get spawn point not found etc.

weltall

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Re: Planeshift Compiled on Ubuntu 10.10 x64 segfaults out
« Reply #13 on: September 24, 2010, 11:18:18 am »
I reinstalled the cg toolkit, no go, wasnt able to check driver..

With regards to the world builder, can someone tell me what tool is being used now to make the maps? or atleast how to go abt using the maps other than the ones in the guide. When i try some of the others, i get spawn point not found etc.
the official nvidia package or the years old coming from debian package distrbuited in ubuntu?
blender or 3dsmax using the relative converters (i don't know if the 3dsmax converter is available, for blender it's b2cs: check crystal space site)
then you need to add the sectors in the db and the relative spawns and declare them also in the zone xml file also now maps need some particular packaging for which i'd point to xordan in crystal space.