Author Topic: mono.dll crash  (Read 9054 times)

Offline Volatar

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mono.dll crash
« on: June 02, 2011, 02:14:50 pm »
A friend of mine is having problems playing AI War. Every time he tries to play, after a couple minutes ingame, he gets a crash.

As a favor to him I looked at the crash logs and right at the top of the error log it says "mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 001b:039639d8."

Here is the full error log: http://pastebin.com/6GvavuF6 and the other log file: http://pastebin.com/mM8mBuzw

Offline keith.lamothe

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Re: mono.dll crash
« Reply #1 on: June 02, 2011, 03:34:35 pm »
That's really odd, I don't recall having seen that one before.  Does he have any steps-to-reproduce that apply to any machine other than his?  If he saves at, say, the 1 minute mark and it crashes at the 2 minute mark, and he reloads that save, does it die at the same place?

Does he have trouble with any other applications?  That kind of random in-unity's-builtin-mono crash sounds like it's being provoked by some kind of hardware issue (bad memory sectors, perhaps).
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Offline keith.lamothe

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Re: mono.dll crash
« Reply #2 on: June 02, 2011, 03:36:57 pm »
Oh, another thing: does he actually only have 2GB of RAM on the machine?  That should be enough, but if he's got a lot of other things running (that pastebin log made it appear that he was using about 1.8GB of physical memory) that could make things get crowded.  Presumably virtual memory would kick in and he'd just have it get really slow rather than really dead, but we've run into folks who have totally disabled their swapfile and thus had no virtual memory (definitely not a supported setup), so I didn't want to assume.
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Re: mono.dll crash
« Reply #3 on: June 02, 2011, 04:02:21 pm »
That's really odd, I don't recall having seen that one before.  Does he have any steps-to-reproduce that apply to any machine other than his?  If he saves at, say, the 1 minute mark and it crashes at the 2 minute mark, and he reloads that save, does it die at the same place?

I will have him test this when he is next online.

Does he have trouble with any other applications?  That kind of random in-unity's-builtin-mono crash sounds like it's being provoked by some kind of hardware issue (bad memory sectors, perhaps).

Not sure. Any suggestions for other applications to test? I guess the Tidalis demo would be a good test, as it also runs on Unity.

Oh, another thing: does he actually only have 2GB of RAM on the machine?  That should be enough, but if he's got a lot of other things running (that pastebin log made it appear that he was using about 1.8GB of physical memory) that could make things get crowded.  Presumably virtual memory would kick in and he'd just have it get really slow rather than really dead, but we've run into folks who have totally disabled their swapfile and thus had no virtual memory (definitely not a supported setup), so I didn't want to assume.

His background processes were using a bit less than a gig when I had him check.

Offline keith.lamothe

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Re: mono.dll crash
« Reply #4 on: June 02, 2011, 04:12:16 pm »
Not sure. Any suggestions for other applications to test? I guess the Tidalis demo would be a good test, as it also runs on Unity.
That would be an interesting test, yes.  But I mean basically anything in general.  But particularly anything that hits memory and/or temperature hard.  Those tend to "find" hardware faults more than others.

Quote
His background processes were using a bit less than a gig when I had him check.
Yea, AI War starts at around 700-800MB of RAM and can easily get into the 1.1 and 1.2 GB range during play.  Normally virtual memory is there so that some part of those background processes get shuffled to disk so AI War can run, but it's possible that the saturation of physical RAM is causing the machine to use bad spots it wouldn't normally get near.  And it's also possible that there's something up with the virtual memory setup.

If he's able to reduce the background load, that might help.  Minimum specs for the game include 1GB of RAM (available; even having 16GB isn't enough if it's all being used by something else); we probably should have updated that to 1.3GB or so as the game has grown ;)

It's also vaguely possible in a remote sort of way that there's actually a bug in AI War or Unity or the version of Mono used by Unity, but I don't think I've seen anyone else have this particular behavior happen (ever, but certainly not on a regular basis) while running AI War.
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Re: mono.dll crash
« Reply #5 on: June 02, 2011, 04:51:52 pm »
It's also remotely possible that mono.dll was been corrupted when he downloaded it through Steam, so I will have him try a reinstall in addition to all the tests you suggested.

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Re: mono.dll crash
« Reply #6 on: June 03, 2011, 10:25:14 pm »
He just got a new computer for unrelated reasons, and is no longer having any issues.

I guess this case will remain unresolved  ;)

Offline keith.lamothe

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Re: mono.dll crash
« Reply #7 on: June 03, 2011, 10:53:06 pm »
Well, if he can play without crashes, resolving the case isn't particularly important :)

Pretty sure it was somehow computer-specific.
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Re: mono.dll crash
« Reply #8 on: June 04, 2011, 12:26:06 am »
Well, if he can play without crashes, resolving the case isn't particularly important :)

Pretty sure it was somehow computer-specific.

Yeah, thats all that matters.

I suspect the same thing. RAM issues or a corrupt install.