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openBVE 1.5.0 RC1 - BUGS

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openBVE 1.5.0 RC1 - BUGS - Page 20 Empty Re: openBVE 1.5.0 RC1 - BUGS

Post by S520 Wed Aug 21, 2019 2:36 am

The problem should be fixed with the commit below.

https://github.com/leezer3/OpenBVE/commit/3fb86e6b344e0fe82b5db060c3d0e8c257f0e733
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Post by Delsin Wed Aug 21, 2019 10:22 pm

And this route crashes with every train https://bvestation.com/download/120
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Post by S520 Wed Aug 21, 2019 10:44 pm

Dear Mr. Delsin
Has the previously reported problem been resolved?

Is the problem this time "System.OutOfMemoryException"?
Please attach a log and crash log to solve the problem.

@leezer3 -

OpenBVE\source\OpenBVE\Parsers\Route\BVE\CsvRwRouteParser.ApplyRouteData.cs
Code:
for (int j = 0; j < CurrentRoute.Tracks.Length; j++)
{
 if (n >= CurrentRoute.Tracks[j].Elements.Length)
 {
 Array.Resize(ref CurrentRoute.Tracks[j].Elements, CurrentRoute.Tracks[j].Elements.Length << 1);
 }
}

This may be due to the use of bit shifts when resizing the array.
Perhaps you are using bit shift to prevent resizing many times, but isn't it better to use List?

The following site may be helpful:
https://stackoverflow.com/questions/19579634/how-can-i-prevent-outofmemory-exceptions-during-array-resize
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Post by Delsin Wed Aug 21, 2019 11:22 pm

Here's the log:
Code:
22.08.2019 00:23:46
OpenBVE 1.5.1299.724-travis Crash Log
Program is running on the Windows backend
Current screen resolution is: Full-screen 1600px X 900px 32bit color-mode
Current routefile is: D:\openbve1450\UserData\LegacyContent\Railway\Route\LIRR Hempstead Branch\Daytime\Hempstead to Jamaica Day.csv
Current train is: D:\openbve1450\UserData\LegacyContent\Train\夜鉄カコ電車14系
The current routefile caused the following exception:
System.OutOfMemoryException: Выдано исключение типа "System.OutOfMemoryException".
   в OpenBve.ObjectManager.AnimatedObject.Initialize(Int32 StateIndex, Boolean Overlay, Boolean Show)
   в OpenBve.ObjectManager.AnimatedObject.CreateObject(Vector3 Position, Transformation BaseTransformation, Transformation AuxTransformation, Int32 SectionIndex, Double TrackPosition, Double Brightness)
   в OpenBve.ObjectManager.AnimatedObjectCollection.CreateObject(Vector3 Position, Transformation BaseTransformation, Transformation AuxTransformation, Int32 SectionIndex, Boolean AccurateObjectDisposal, Double StartingDistance, Double EndingDistance, Double BlockLength, Double TrackPosition, Double Brightness, Boolean DuplicateMaterials)
   в OpenBve.CsvRwRouteParser.ApplyRouteData(String FileName, RouteData& Data, Boolean PreviewOnly)
   в OpenBve.CsvRwRouteParser.ParseRoute(String FileName, Boolean IsRW, Encoding Encoding, String trainPath, String objectPath, String soundPath, Boolean PreviewOnly)
   в OpenBve.Loading.LoadEverythingThreaded()
   в OpenBve.Loading.LoadThreaded()   в System.Environment.GetStackTrace(Exception e, Boolean needFileInfo)
   в System.Environment.get_StackTrace()
   в OpenBve.Loading.LoadThreaded()
   в System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   в System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   в System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   в System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   в System.Threading.ThreadHelper.ThreadStart()
Current program memory usage: 2440,85mb
System memory free: 1934mb
No idea why it was able to allocate only 1934Mb, my machine has much more RAM (for example, Minecraft is able to get over 4000Mb every time)

Haven't tried newer builds yet, will see if updating works.
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Post by S520 Wed Aug 21, 2019 11:33 pm

Thank you.
It looks like the same error as my environment.
Even if C # is built with 64-bit, the object is allocated only 2GB by default.
OpenBVE is built with 32-bit and cannot be allocated any further.
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Post by Delsin Wed Aug 21, 2019 11:47 pm

Thanks, also the error with MotorSoundEditor is still happening.
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Post by leezer3 Thu Aug 22, 2019 12:02 am

I can reproduce that.
It's being caused by the route author's choice to use massive rail numbers, and the problem is being somewhat exacerbated by the recent multi-track logic (as we create al 1000+ tracks, as opposed to those actually in use)

Will try and sort out tomorrow- Too late to be doing a major rehack on the route parser internals Razz

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Post by Delsin Thu Aug 22, 2019 12:05 am

xD well, it got worse - as of Aug 21 build, I can't load any route because description box in menu throws a null reference error Smile
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Post by leezer3 Thu Aug 22, 2019 12:06 am

Try again in about 5 minutes or so when it rebuilds Wink

(Accidental side-effect from moving *all* object loaders into plugins, you must have caught it just at the wrong time, as that build has only been there for 20 mins or so before I found it.....)

Edit:  Actually already up there now.

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Post by Delsin Thu Aug 22, 2019 12:28 am

Thanks, will test it.
There are some occasional crashes at various times (couldn't pinpoint a reason), noticed them even both Aug 20 and Aug 15 builds, here's one of them:
Code:
22.08.2019 02:22:22
OpenBVE 1.5.1295.1080-travis Crash Log
Program is running on the Windows backend
Current screen resolution is: Full-screen 1600px X 900px 32bit color-mode
Current routefile is: D:\openbve1450\UserData\LegacyContent\Railway\Route\LIRR Hempstead Branch\Daytime\Jamaica to Penn Station Day.csv
Current train is: D:\openbve1450\UserData\LegacyContent\Train\夜鉄カコ電車14系
Current train plugin is: OpenBveAts.dll
57 file(s) not found
43 error(s), 2 warning(s)
The current routefile caused the following exception:
System.IndexOutOfRangeException: Индекс находился вне границ массива.
  в OpenBveApi.Sounds.Sound.GetMonoMix()
  в SoundManager.SoundsBase.LoadBuffer(SoundBuffer buffer)
  в OpenBve.Sounds.UpdateInverseModel(Double timeElapsed)
  в SoundManager.SoundsBase.Update(Double timeElapsed, SoundModels model)
  в OpenBve.OpenBVEGame.OnRenderFrame(FrameEventArgs e)
  в OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
  в OpenTK.GameWindow.DispatchRenderFrame()
  в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
  в OpenBve.MainLoop.StartLoopEx(MainDialogResult result)
  в OpenBve.Program.Main(String[] args)  в System.Environment.GetStackTrace(Exception e, Boolean needFileInfo)
  в System.Environment.get_StackTrace()
  в OpenBve.Program.Main(String[] args)
Current program memory usage: 3519,29mb
System memory free: 1264mb
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Post by leezer3 Thu Aug 22, 2019 12:53 am

The fix for that one *should* already be in there- Appears to be the one fixed by the commit linked above by S520.

Will take a closer look at callers of that function though, might be able to add a little more checking there too.

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Post by leezer3 Thu Aug 22, 2019 8:14 pm

I strongly suspect your crashing route above will be an absolute pig to fix properly Razz
I'm working on it in this branch, and whilst it's no longer crashing from some cursory testing, I strongly suspect it's broken TrackFollowingObjects, and there's enough messing around I'm nowhere near happy with it.....

https://github.com/leezer3/OpenBVE/tree/TrackNumbering

Will do some more bashing over the next few days.

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Post by Delsin Thu Aug 22, 2019 10:36 pm

train with bogies + yesterday's build = this Smile
this row of bogies is even moving together with the camera
openBVE 1.5.0 RC1 - BUGS - Page 20 Megaoo10
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Post by leezer3 Fri Aug 23, 2019 1:18 pm

I can't immediately reproduce that one with a couple of random tests.

Link to the train please?

(Hopefully there won't be too many more of these, but in my defence, this has been an absolutely massive change eliminating a stupid amount of duplicated code....)

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Post by Delsin Sat Aug 24, 2019 12:49 am

took some time, dropbox is very temperamental with upload at times https://www.dropbox.com/s/639cd7cnb9o5z1d/E15.rar?dl=0

interestingly, my other trains with bogies aren't affected, also don't remember if it was on Aug 21 or 22 build
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Post by leezer3 Sat Aug 24, 2019 11:37 am

Fixed, and found a couple of issues that your extensions.cfg caused in Object Viewer for good measure.

TLDR:
We need to pass certain camera properties to the animated object when using a 2D cab in order to enable camera restrictions (as the 2D cab is nothing more than an object within the world)
These were accidentally being passed to the bogies too. Didn't break with a 3D cab, as this works in a whole different way.

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Post by Raffles Sat Aug 24, 2019 11:50 am

Linux version 1.6.0.1 works for me thank you.
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Post by Delsin Sat Aug 24, 2019 6:12 pm

Just noticed - primary horn is much quieter than secondary, even with the same sound on both. Especially noticeable in F2 view in second or third car.
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Post by leezer3 Sun Aug 25, 2019 7:43 pm

Interesting...
This seems actually to be due to the sound radius as opposed to the volume.

Looking at the code, this would appear to apply to trains using the BVE2 sound set (and hence no sound.cfg file)
It uses the following sound radii:

  • Klaxon0.wav (Primary horn) - Small radius.
  • Klaxon.wav (Alternate primary horn) - Large radius.
  • Klaxon1.wav (Secondary horn) - Large radius.
  • Klaxon2.wav (Music horn) - Medium radius.


I'll need to test this with BVE2 / BVE4 and see what I get- It feels deliberate, and I wonder if this is actually matching undocumented BVE2 behaviour.

(Essentially, if you rename your primary horn file to Klaxon.wav , it'll be the same volume.....)

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Post by Delsin Sun Aug 25, 2019 11:52 pm

I guess it's deliberate then - many Japanese trains have both proper air horns as secondary and electronic klaxons/"music horns"/same horn, but partially silenced as primary (to avoid jumpscaring people near trains Smile) and primary is obviously quieter and has smaller radius. There's obviously no need for that now because:
- it can be very different for other trains (same volume for high and low horns on British trains, inverted in case when there's whistle as secondary, etc)
- tweaking sound volume can create horn volume difference as well
- I think it'll be possible to set volume and radius for all sounds as well later(?)
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Post by Delsin Mon Aug 26, 2019 1:45 pm

The second station on this route has never loaded properly https://csp2206.exblog.jp/22506247/
It works fine in BVE2, BVE4, Bve5 (after conversion), even Hmmsim, but is never fully visible in OpenBVE, even on older versions (remember having this since the times of 1.4.2)
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Post by leezer3 Mon Aug 26, 2019 7:12 pm

Delsin wrote:The second station on this route has never loaded properly https://csp2206.exblog.jp/22506247/
It works fine in BVE2, BVE4, Bve5 (after conversion), even Hmmsim, but is never fully visible in OpenBVE, even on older versions (remember having this since the times of 1.4.2)

Fixed-
Misplaced period in several objects, which was being interpreted as a nighttime texture, and crashing the parser.

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Post by Delsin Mon Aug 26, 2019 9:15 pm

Thanks - noticed dots instead of commas now when took another look at these files. Fixed them on my side.

And while testing it, found one in 1.6.0.0 release build - trying to load a route while another is open in RouteViewer using F7 will cause "invalid parameter" error, then interface elements (white text) appear bolder (apparently, they get drawn several times on the same spot) and finally, after a few seconds, RouteViewer crashes.
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Post by Raffles Wed Dec 25, 2019 9:51 pm

Hello, I installed 1.7.1.0 for Linux and it works great, except that all my speed limit signs have changed to 90...this is on a fictitious line I created for the town I live in using GB Maps. Not sure if that has anything to do with it.
openBVE 1.5.0 RC1 - BUGS - Page 20 Screen11
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Post by leezer3 Thu Dec 26, 2019 5:24 pm

Found and fixed in the latest nightly build, thanks Smile

There will be an updated version pushed sometime around new year, which will also considerably improve the performance of 1.7.1.0 under certain circumstances.
For the meantime, if the performance or the broken limit posts bother you, please drop back to 1.7.0.3.

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