Forums » Bugs

Multithreaded bug still in Linux client

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Sep 10, 2014 vskye link
I just did a fresh install today and everytime I tried setting the video resolution the game would crash.

Setting multithreaded=0 fixed the issue. I sent in a automated bug crash report.

Need anymore details, and I'll submit them via a ticket.
Sep 21, 2014 raybondo link
The latest update may have fixed this issue.
Sep 23, 2014 mr_spuck link
Still crashing for me too. Not when switching resolution but randomly.

Last time this was printed to the terminal:

[xcb] Unknown sequence number while processing queue
[xcb] Most likely this is a multi-threaded client and XInitThreads has not been called
[xcb] Aborting, sorry about that.
vendetta: xcb_io.c:274: poll_for_event: Assertion `!xcb_xlib_threads_sequence_lost' failed.
Segmentation fault (core dumped)

Single client and no plugins.
OSS ATI drivers.

Also.. is it normal that it says "Using 0 physics worker threads." in the log file?
Sep 23, 2014 raybondo link
Hm, i have not heard of XInitThreads. I'll have to look into that.

The 0 physics worker threads message is fine. You can change that number by adding:
oethreads=4
to create 4 worker threads.
I don't recommend too many threads because of diminishing returns.
Also, do that at your own risk!

- Ray
Sep 28, 2014 abortretryfail link
No issues here w/multithreading turned on.

Edit: scratch that, see below.
Sep 28, 2014 vskye link
I'll try enabling it again tonight and see if there are still issues.
Oct 26, 2014 abortretryfail link
Ray, I just had mine crash with an XCB assertion too. Got a core dump file. Want it?

[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.
vendetta: xcb_io.c:179: dequeue_pending_request: Assertion `!xcb_xlib_unknown_req_in_deq' failed.
zsh: segmentation fault (core dumped) bin/vendetta
Oct 27, 2014 cellsafemode link
5 times sunday for me. Variations of this error and a few others. Most were sent through the bug reporter that loads up upon crash, but at least one of the crashes didn't even trigger that. Almost all of the time this occurs when bringing up the nav/info screen from regular flight view.
Oct 28, 2014 raybondo link
abortretryfail, yeah, or at least the backtrace of it.
Oct 28, 2014 raybondo link
arf and cellsafemode, try out this binary:
http://www.ratelis.com/vo64.gz
It calls XInitThreads() on startup.
Place it into your .vendetta directory and run that instead of the vendetta updater.
Oct 28, 2014 cellsafemode link
I'll be able to try it in about 2 hours when I get home (for some odd reason my work blocks the updater ports so VO can't be run. Bastards).
Oct 28, 2014 abortretryfail link
Lasted through a small border skirmish ok with that vo64 binary, but it seems to run a little slower... maybe a 20% hit to framerate?

This netbook isn't very fast though, that could be a lot of things.
Oct 28, 2014 cellsafemode link
I followed your instructions but even with the regular ~/.vendetta/vendetta binary, directly executing it rather than the updater first yields this error:

Fatal Error: Couldn't open window.

running the updater works as expected but since it overwrites the replaced binary, testing would be impossible that way.
Oct 28, 2014 abortretryfail link
cd ~/.vendetta/ to fix that

You also don't need to replace the vendetta binary, just put vo64 there and chmod it +x
Oct 28, 2014 cellsafemode link
Some heavy debugging must be enabled as I'm apparently limited to around 75fps... But that avg is not stable. In any case I'll try to reproduce the crash but I'll be staying out of fights with this binary. Way too slow for my taste

edit: I just spent the last hour doing nearly nothing but entering and exiting a dock and opening and closing the nav menu as much as possible while out in space. No crashing. I can't say that means success since it happened 5 times over the course of around 16 hours. But if this slowdown isn't caused by debugging code being enabled. then the cure is worse than the disease.
Oct 28, 2014 raybondo link
Hm, it has no additional debugging info. So enabling X threads apparently is a large speed hit.
Thanks for trying it out so far.
Oct 29, 2014 abortretryfail link
It enables a bunch of locking in Xlib, which can slow stuff down. It didn't crash, but that sorta defeats the purpose of multi-threaded rendering.
Oct 29, 2014 cellsafemode link
So it looks like the problem is either a missed lock issue or a race with VO's lock implementation
Oct 29, 2014 abortretryfail link
Ray, did you get my link to the core dump?
Oct 29, 2014 raybondo link
Yes, thanks.
And I think I found the place where the game thread was accidentally calling into Xlib. I'll be posting another test binary for you to try. I will also remove the XInitThreads() call.