Bug 5600 - Game freezes at random times
Status: RESOLVED DUPLICATE of bug 5683
Alias: None
Product: Psychonauts
Classification: Unclassified
Component: everything
Version: unspecified
Hardware: PC Linux
: P3 normal
Assignee: Ryan C. Gordon
QA Contact: Ryan C. Gordon
URL:
Depends on:
Blocks:
 
Reported: 2012-06-05 08:14 EDT by Karl Yeurl
Modified: 2012-06-21 17:50:12 EDT
4 users (show)

See Also:


Attachments
Log from crashed session (192.33 KB, text/plain)
2012-06-08 10:27 EDT, Yajo
Crash log (227.94 KB, text/x-log)
2012-06-08 10:52 EDT, Yajo
Crash log while dragging the map (173.08 KB, text/x-log)
2012-06-08 14:46 EDT, Yajo
Crash while fighting against tank (153.47 KB, text/x-log)
2012-06-10 05:05 EDT, Yajo
Psychonauts and gdb output for 4 crashes (86.39 KB, application/x-gzip)
2012-06-16 10:53 EDT, bugzilla.icculus.org

Description Karl Yeurl 2012-06-05 08:14:31 EDT
Hi. Psychonauts game tends to freeze from time to time.

Everything goes smoothly until the image just freezes. The only way to stop the process is to go to another tty and #killall -9 Psychonauts. Then I can get the stderr output. These are the relevant parts of some crashes (I had the same twice, a malloc() error, and another seems to be a pointer error, probably something related to malloc too).

*** glibc detected *** ./Psychonauts: malloc(): smallbin double linked list corrupted: 0x0e6c6c90 ***
(the hex address can vary, I also had 0x0eaa2638)


*** glibc detected *** ./Psychonauts: corrupted double-linked list: 0x09b94da0 ***

I'm using the 06032012.tar.bz2 fix, and am running on a 64 bit system.
Comment 1 David Roth 2012-06-05 19:08:38 EDT
I can confirm this, same error message, even though i don't think it is that randomly, some appeared on cutscenes (especially in milla's mind where i am right now) or when sucking up cobwebs.
Comment 2 James Hendrie 2012-06-07 10:14:55 EDT
Same problem here.  It happens most frequently whenever I'm using the cobweb collector (regardless of whether I'm using it on cobwebs or not), as well as when I'm jumping around a lot if there's a lot of action going on.

Here's some of the most recent output from when I had to kill it:


---------


Anim: anims\dartnew\bodyparts\hold_mm_sign.jan: loaded (1 frames latency)
Game: Engine Saved[MM]: playerRespawnPointName = [table]
1: Youre deactivating the RoadCrew goal. This goal is inactive and has no active descendants. Nothing doing.	(string)
1: Youre deactivating the RoadCrew goal. This goal is inactive and has no active descendants. Nothing doing.	(string)
1: Youre deactivating the RoadCrew goal. This goal is inactive and has no active descendants. Nothing doing.	(string)
Game: Engine GmenHTrimmers domain turned on via triggervolume.
Anim: anims\gman\clippers\clipping.jan: loaded (1 frames latency)
Anim: anims\gman\clippers\flying.jan: loaded (1 frames latency)
Anim: anims\gman\hedgetrimmersflying.jan: loaded (1 frames latency)
Game: Engine GmenPhone domain turned on via triggervolume.
Anim: anims\gman\hedgetrimmersswallow.jan: loaded (1 frames latency)
Anim: anims\gman\clippers\swallow.jan: loaded (1 frames latency)
Anim: anims\rainbow_squirts\idle1.jan: loaded (1 frames latency)
Anim: anims\rainbow_squirts\idle2.jan: loaded (1 frames latency)
Anim: anims\rainbow_squirts\knock.jan: loaded (1 frames latency)
* Stack Trace
1: (null)                    (line   -1, file '(none)) ()
* Stack Trace
1: (null)                    (line   -1, file '(none)) ()
* Stack Trace
1: (null)                    (line   -1, file '(none)) ()
Game: Engine GmenPlunger domain turned on via triggervolume.
Anim: anims\gman\plungertrumpet.jan: loaded (1 frames latency)
Anim: anims\gman\plungerplunge.jan: loaded (1 frames latency)
Game: Engine RESTORE SECONDARY TARGET
Game: Engine SET SECONDARY TARGET nil
Anim: anims\gman\idle2.jan: loaded (1 frames latency)
Anim: anims\gman\arrestsequence_walk.jan: loaded (1 frames latency)
* Stack Trace
1: (null)                    (line   -1, file '(none)) ()
Anim: anims\gman\walk.jan: loaded (1 frames latency)
* Stack Trace
1: (null)                    (line   -1, file '(none)) ()
Anim: anims\gman\phonemarch.jan: loaded (1 frames latency)
[xcb] Unknown request in queue while dequeuing
[xcb] Most likely this is a multi-threaded client and XInitThreads has not been called
[xcb] Aborting, sorry about that.
Psychonauts: xcb_io.c:178: dequeue_pending_request: Assertion `!xcb_xlib_unknown_req_in_deq' failed.
/usr/bin/psychonauts: line 3:  3471 Aborted                 ./Psychonauts



-------------


I'm running Arch Linux X86_64, using an NVidia 560 w/proprietary drivers.
Comment 3 Yajo 2012-06-08 10:27:39 EDT
Created attachment 3202 [details]
Log from crashed session
Comment 4 Yajo 2012-06-08 10:52:12 EDT
Created attachment 3203 [details]
Crash log

Sorry for not mentioning before. I'm experiencing this also. I'm using the newest version from Humble Indie Bundle V (2012-06-06), running Fedora 17 with Nvidia propietary drivers.

I will send the output for each time.

Previous time I had to kill it manually. This one it killed itself.
Comment 5 Yajo 2012-06-08 14:46:29 EDT
Created attachment 3204 [details]
Crash log while dragging the map

I just hope these help...
Comment 6 Yajo 2012-06-10 05:05:10 EDT
Created attachment 3213 [details]
Crash while fighting against tank
Comment 7 bugzilla.icculus.org 2012-06-16 10:53:52 EDT
Created attachment 3226 [details]
Psychonauts and gdb output for 4 crashes

Happens for me too, I attached a lot of crashlogs. A sentence or two what I was doing at the time goes with each of them.
Comment 8 Ryan C. Gordon 2012-06-20 11:49:10 EDT
(I'm adding this comment to many bugs that this fix might apply to...sorry if you see it multiple times or it doesn't _actually_ fix your issue.)

Here is a new test build, please try it and report back. It's a 2.1 megabyte
download, so you don't have to redownload the whole game again.

This is meant to fix crash bugs mostly. We still have rendering issues, etc to sort out. If this didn't fix your issue, please report it on this bug. If there are still other unrelated issues, please file a new bug or add yourself to the CC list of one of the other bugs. Here's the open bug list if you want to check for others with the same problem:

    https://bugzilla.icculus.org/buglist.cgi?query_format=specific&bug_status=__open__&product=Psychonauts

Steam users: you'll get this through Steam shortly.

Linux users, download this...

  http://treefort.icculus.org/psychonauts/psychonauts-linux-0.3-patch.tar.bz2

...and unpack it. Overwrite Psychonauts and libSDL-1.2.so.0 with it. This works with either of the first two builds from HumbleBundle.com.

Mac users that aren't using Steam, download this...

  http://treefort.icculus.org/psychonauts/psychonauts-mac-0.3-patch.tar.bz2

...double click it, and run the patcher program it produces.

We'll do a more formal build once we get some feedback.

--ryan.
Comment 9 Ryan C. Gordon 2012-06-21 01:19:29 EDT
Consolidating bugs...

--ryan.

*** This bug has been marked as a duplicate of bug 5683 ***