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oldguy2
Wizard


Joined: 17 Jun 2006
Posts: 1201

PostPosted: Sat Oct 06, 2007 11:03 am   

[2.05] Complete Lockup Upon Connecting
 
Well I would love to test this new beta version but this is all that happens...

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Yo


Thats all I see and the whole thing just locks. You can't use ESC or click the red X or do anything. I am using Windows XP Professional. Someone mind telling me what the problem is? Don't tell me my setting are corrupted either.
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oldguy2
Wizard


Joined: 17 Jun 2006
Posts: 1201

PostPosted: Sat Oct 06, 2007 11:05 am   
 
By the way, I say just get rid of this multi-threading. It doesn't seem to be worth it and unstable.
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Rorso
Wizard


Joined: 14 Oct 2000
Posts: 1368

PostPosted: Sat Oct 06, 2007 11:21 am   
 
oldguy2 wrote:
By the way, I say just get rid of this multi-threading. It doesn't seem to be worth it and unstable.

Multi-threading can make an application much more responsive, and also if the computer has a dual core CPU or multiple CPUs then the threads can be scheduled on different cores/CPUs. Dual core systems seem to be getting quite common so supporting multi-threading might be wise.
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Sat Oct 06, 2007 12:06 pm   
 
Rorso wrote:
Dual core systems seem to be getting quite common so supporting multi-threading might be wise.

While that's certainly true (The Valve Hardware survey is considered pretty comprehensive - check it out), I'd question how true it is amongst Zugg's target audience. I know plenty of MUD players using computers they bought 5 or even 10 years ago. Perhaps CMUD should include an optional hardware survey like Steam does? ;)

To the OP: Does this same bug happen in a new session connecting to this MUD? Does it happen when using a new layout and the same package? Does it happen on different computers? Does CMUD use 100% CPU, or 0, or normal levels?
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Guinn
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Joined: 03 Mar 2001
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Location: London

PostPosted: Sat Oct 06, 2007 1:00 pm   
 
CMUD kind of has a hardware survey - whenever you submit a bug it includes OS, Processor, Memory, HDD etc, so Zugg should have a fairly good idea of the early adopters' machines
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Sat Oct 06, 2007 3:36 pm   
 
Quote:
Don't tell me my setting are corrupted either.

Well, maybe they are. Have you tried creating a fresh session? I just connected to Achaea with 2.05 without any problem on all of my computers here. So there has to be some sort of script being run that is causing the problem.
Quote:
By the way, I say just get rid of this multi-threading. It doesn't seem to be worth it and unstable.

As I have posted in other threads, I have considered this. But in v2.05, unless you are using any of the #WAIT commands, or unless you have really complex alarms, then you aren't actually using multiple threads. Thus, the bugs causing your problems might not have anything to do with threads. But that is what Beta Testing is all about....tracking down these problems.

As I have also mentioned in other threads, the benefits of multi-threading really have very little to do with performance. Yes, it should be faster on dual-core systems, which are becoming more popular. But even in those cases, you have to design your scripts carefully to create parallel threads (CMUD doesn't create parallel threads by default).

The benefits to threads are the ability to have a working #WAIT command, and to have new sequential scripting features such as #WAITFOR. It also provides for easy ways to run background scripts/triggers/alarms that do not tie up the main MUD window.
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Thinjon100
Apprentice


Joined: 12 Jul 2004
Posts: 190
Location: Canada

PostPosted: Sat Oct 06, 2007 4:38 pm   
 
I'm sorry to say, Zugg... but I'm having complete lockup issues now, as well. Unfortunately it locks up so completely that I can't even switch focus to the CMud window if I'm in another, there are 0 screen repaints, and as far as I can tell, [Esc] is having no effect. I'm not sure if the timing is variable, but last night CMud lasted for about 2-3 hours before it locked-up solid. I believe I sent you my package file in an email while we were trying to resolve the blank screen issue... I am still using the same settings.

Sorry to toss another wrench in the gears. :(
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Arde
Enchanter


Joined: 09 Sep 2007
Posts: 605

PostPosted: Sat Oct 06, 2007 8:51 pm   
 
Thinjon100
Yeah, I had 1 time CMUD hangs too, I think at 1 minute uptime, but after this it never hangs under the same conditions...
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jpolen2
Beginner


Joined: 14 Jan 2004
Posts: 18

PostPosted: Sun Oct 07, 2007 12:37 am   
 
I'm afraid I'm also having random lockups. I do have the mapper open, but don't use speedwalks and don't have the settings editor open when it locks up. There's no error message and have to use the task manager to kill the program. I'm using CMUD 2.05 with Windows XP home with SP2.
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Thinjon100
Apprentice


Joined: 12 Jul 2004
Posts: 190
Location: Canada

PostPosted: Sun Oct 07, 2007 5:27 am   
 
I have no mapper open. I have some capture, sub, and color triggers... that's it. I get a couple hours of running time before it hangs solid. I can't interact with it at all after that... there's no crash, and Escape does nothing. I left for a family dinner and came back to another solid frozen screen.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Sun Oct 07, 2007 4:10 pm   
 
Was the Settings Editor or any other window open? If it only happens after running for a couple hours, it's going to be hard to track down without more information.

Sometimes if it's just a short-time hang, then it might be the background saving thread trying to save all of your changes to your *.PKG file. Depends upon how much stuff has changed and needs to be saved, and whether the Settings Editor is open (since then it has to contend with multiple threads accessing database). Especially with the locking stuff not optimized. So Arde's hang sounds different.

Anyway, any additional information on what might have been happening when it hangs would help. If ESC doesn't work, then there isn't any way to do a #THREAD or "#TEST crash" to get any sort of crash dump or additional information.

Is it using lots of CPU time when it hangs? If not, then it's probably a remaining CriticalSection lock issue.
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Thinjon100
Apprentice


Joined: 12 Jul 2004
Posts: 190
Location: Canada

PostPosted: Sun Oct 07, 2007 4:13 pm   
 
Actually, it's getting worse. I just had 2 subsequent lockups, the first after running for 20 minutes, the last after 9 minutes online.

I can't see any rhyme or reason to it.

I have no extra windows open beyond my main session and its capture windows. The processor shows no additional usage, and the lockup is, as far as I can tell, permanent. I wish I could send you a crash dump, but sadly I can't get any input to go in.
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Arde
Enchanter


Joined: 09 Sep 2007
Posts: 605

PostPosted: Sun Oct 07, 2007 7:49 pm   
 
Zugg wrote:
So Arde's hang sounds different.

Yeah, it hang almost it the same place where 2.04 gives error messages (argument still on stack) http://forums.zuggsoft.com/forums/viewtopic.php?t=28400
The difference is that now it hangs on the line next to "Total exp for kill...". May be CMUD ever manage to show this extra line because of "Total exp for kill..." raises event, then event must be handled and after that status line must be updated, it is all require some time to process and MUD send a chunk of text at a time.
==OR== it was just a coincidence... because I played several hours since that and never have any other hangs. Only crashes. Smile

P.S. Zugg, the crash reporter getting worse with every new beta. It refuse to send a report from the first try, failing to do it while show "Finalizing" message.


Last edited by Arde on Sun Oct 07, 2007 9:33 pm; edited 1 time in total
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Solaras
Wanderer


Joined: 11 Mar 2002
Posts: 93

PostPosted: Sun Oct 07, 2007 8:40 pm   
 
I am unsure of the exact cause of the lockup, but I have recently started getting them.

Steps to my lockup:

1: Logged in fine. (Achaea, IRE, MCCP Off, ATCP on)
2: Opened package editor.
3: Created a telnet trigger to capture the Char.vitals and populate variables with that information. Added a raisevent to run a basic heal (sipper), for testing purposes.
4: Created the sipping event.
5: Drained my mana till the sipper fired.
6: Spammed myself until lockup occurred, from not setting a trigger to say I have sipped.
7: Crtl-alt-delete to end cmud as there was no way to end the lockup.
8: Restarted cmud in offline mode. No problems.
9. Reconnected to Achaea. Lockup occurred after char/pw login and before anything else was displayed to screen.

This (the lockup) happens until I delete all settings and remake them.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Mon Oct 08, 2007 5:44 pm   
 
Please send me the *.PKG file for your settings that is causing the lockup immediately upon connecting to Achaea. Email it as an attachment to sales@zuggsoft.com. Otherwise, you'll need to show the exact telnet trigger and events that you are creating so that we can try to recreate it.

If you just create the telnet trigger for Char.Vitals and don't create any event, then does it still crash the next time your run CMUD and log in?

Quote:
P.S. Zugg, the crash reporter getting worse with every new beta.

I haven't touched the crash reporter in a long time. I think what you are seeing is the difficultly of reporting crash dumps from other threads, or when the system gets totally confused or threads get locked up. Sending a crash dump when the program is completely screwed up is tough, and it does the best that it can. I've tried various different 3rd party components for doing this, and the one that is currently used in CMUD (called madExcept) has worked the best.
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oldguy2
Wizard


Joined: 17 Jun 2006
Posts: 1201

PostPosted: Mon Oct 08, 2007 5:55 pm   
 
Well one thing that was causing the lock up was an Event. I have an OnPrompt event that is raised on every prompt trigger. I took #raiseevent OnPrompt out and just made an alias and it actually showed the prompts after login for a few seconds and then just locked up completely again.

The problem is I do not get a crash, pressing ESC does nothing, and I can't tell what the cause is. This is a completely new package by the way. I know last time I tested it was an old package. I spent hours creating an entire new one.

I still think it is the mutli-threading that is causing all my problems. Mainly because, as was mentioned before, I use alarms in a lot of things. To get away from alarms, how would I change my curing? For example, if I eat an herb, I set an alarm to check in 2 seconds if I have eaten the herb yet or not and if I haven't, then I try to eat it again. How else could I do this? I really need it to be this way or when I get certain afflictions that garble my commands I will never end up eating the herb. Of course, this is if the alarms are creating these problems. I have these alarms on everything from herbs to elixirs to certain abilities. I have alarms all over the place really to make sure certain things are being done. However, none of the alarms were firing when the lockup took place.
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oldguy2
Wizard


Joined: 17 Jun 2006
Posts: 1201

PostPosted: Mon Oct 08, 2007 6:04 pm   
 
I just e-mailed my package file to you. Maybe you can tell me what my problems are.
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Mon Oct 08, 2007 6:31 pm   
 
Alarms aren't threaded any more. They shouldn't be causing problems.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Mon Oct 08, 2007 9:33 pm   
 
Umm, yes they are. From the 2.05 version history:
Quote:
Alarms now use background threads


Quote:
I use alarms in a lot of things. To get away from alarms, how would I change my curing?

Alarms are fine. You shouldn't need to get rid of them. But they *do* use threads, so you just need to make sure that the script in the alarm is "safe". By "safe", I mean that you need to assume that any other script can run in the middle of your alarm script. Most of the time this won't cause any problem, but if you have a lot of complex dependencies, then you might need to use a named #SECTION to make your script safe.

Maybe you can post a sample of one of your alarms so that we can look at it and suggest how to make it safe, or how you might do it a different way.

In general, there are always lots of different ways to do things. I don't know the specifics of your MUD, but if a MUD was displaying a message when you successfully ate a herb, then I might set up some triggers and aliases like this:
Code:

#ALIAS eatherb {
  HerbEaten=0
  #UNTIL (@HerbEaten) {
    #SEND "eat herb"
    #WAIT 2000
    }
  }
#TRIGGER {You have eaten an herb} {HerbEaten=1}

That would send the "eat herb" command to the MUD every 2 seconds until the MUD displayed the string "You have eaten an herb"

There is probably also a way to do this using Trigger States. But I'd need to see more detail of what you are trying to do to help more and to understand why your alarms might be causing problems in 2.05. I have several alarms that are not causing problems in 2.05, so it has to be something specific about what you are doing exactly.

I know you emailed your package (I received it and will look at it), but if you posted some examples here, then some of the others can try to help too.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Mon Oct 08, 2007 9:49 pm   
 
Well, I looked at your package and it's quite complicated. I fixed a crash with the "memLookup not active" error when opening your settings, but it's hard for me to follow the complex logic of what you are trying to do. You might want to create a new forum post and give the name of the MUD that this is for and ask other people who might be playing that what how they solve these problems.

In terms of helping with beta testing, it would be useful if you could go through your onPrompt event and comment out stuff to try and determine what specific line is causing it to hang. I created some simple cases on my test MUD where I trigger on the prompt and then raise an onPrompt event that displays "onPrompt fired" and it seemed to work fine in my 2.06 version here. So either I've already fixed it, or there is something else more complicated in your onPrompt event that is causing the failure.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Mon Oct 08, 2007 9:51 pm   
 
Oh, and also, looking at some of your typical alarms, like:
Code:
#alarm "mosstimer" +6 {mossbal=1}

that is perfectly safe because it's just a simple script like {mossbal=1}. So if all of your alarms are simple like this, then they won't cause any threading problems. So you might want to look at see what other alarms are being created that are more complicated than this.
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Mon Oct 08, 2007 10:07 pm   
 
Zugg wrote:
Umm, yes they are. From the 2.05 version history:
Quote:
Alarms now use background threads

Seems like I'm incapable of being right on this one. I swear, the last three or four times I've tried, the answer's changed since the last time Evil or Very Mad
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Tue Oct 09, 2007 12:19 am   
 
Looking the connection quote you posted:
1. You are an Achaea player.
2. The first trigger to fire on your connection would have been for "You are blind and can see nothing but darkness." Assuming you have a trigger for that line.
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oldguy2
Wizard


Joined: 17 Jun 2006
Posts: 1201

PostPosted: Tue Oct 09, 2007 1:36 pm   
 
Vijilante wrote:
Looking the connection quote you posted:
1. You are an Achaea player.
2. The first trigger to fire on your connection would have been for "You are blind and can see nothing but darkness." Assuming you have a trigger for that line.


You are correct. As you notice it stopped logging at the "Yo..." and just completely locked.
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