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Author Topic: Nexerelin freezes game upon entering some star systems  (Read 4175 times)

Wyvern

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Nexerelin freezes game upon entering some star systems
« on: October 12, 2016, 11:04:05 PM »

Quite repeatable, and I can attach a save file if that'd help diagnose.

Log, just after trying to enter the star system:
Code
 2331718 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/3-1.jpg into existing tex id 428
 2332331 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 1137.00 MB of texture data so far
- and then I see nothing more but messages telling me that the music thread is still running.

Doing a thread dump gives me:
Code
"Thread-5" #21 prio=5 os_prio=31 tid=0x00007fd1cc9af000 nid=0xe32f runnable [0x0000000127d4d000]
   java.lang.Thread.State: RUNNABLE
at java.util.ArrayList.indexOf(ArrayList.java:317)
at java.util.ArrayList.contains(ArrayList.java:300)
at java.util.AbstractCollection.removeAll(AbstractCollection.java:375)
at com.fs.starfarer.combat.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.campaign.BackgroundAndStars.updateStarfield(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.updateStarfield(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.updateStarfield(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)

Active mods:
Starsector+ 3.6.0
Dynasector 1.0.4
Blackrock Driveyards 0.8.5
Console Commands 2.7
Dassault-Mikoyan Engineering 0.9.1
Diable Avionics 1.63
ElizaLib 0.0.1
Interstellar Imperium 1.13.1
LazyLib 2.1
Nexerelin 0.7.6b
Shadowyards 0.6.0.5
Ship/Weapon Pack 1.1.1
Underworld 1.0.3
GraphicsLib 1.0.2

Java version 1.8.0_20 (64-bit)

Spoilered for length, the full thread dump (I actually ran four of these, but they all looked the same.)
Spoiler
Code
Full thread dump Java HotSpot(TM) 64-Bit Server VM (25.20-b23 mixed mode):

"Thread-15" #158 prio=5 os_prio=31 tid=0x00007fd1cb779000 nid=0x371b waiting on condition [0x0000000186c75000]
   java.lang.Thread.State: TIMED_WAITING (sleeping)
at java.lang.Thread.sleep(Native Method)
at data.scripts.hullmods.SWP_MaximizedOrdinance$BlackMagic.run(SWP_MaximizedOrdinance.java:176)
at java.lang.Thread.run(Thread.java:745)

"Thread-11" #31 daemon prio=5 os_prio=31 tid=0x00007fd1d7b2d800 nid=0x5f0f waiting on condition [0x000000018e973000]
   java.lang.Thread.State: TIMED_WAITING (sleeping)
at java.lang.Thread.sleep(Native Method)
at com.fs.starfarer.C.E$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)

"Thread-9" #27 prio=5 os_prio=31 tid=0x00007fd1cc919000 nid=0x13337 waiting on condition [0x00000001310b7000]
   java.lang.Thread.State: TIMED_WAITING (sleeping)
at java.lang.Thread.sleep(Native Method)
at sound.null$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)

"Thread-6" #22 daemon prio=5 os_prio=31 tid=0x00007fd1cb2bf000 nid=0xe50b waiting on condition [0x000000012d4c2000]
   java.lang.Thread.State: TIMED_WAITING (sleeping)
at java.lang.Thread.sleep(Native Method)
at com.fs.starfarer.combat.CombatMain$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)

"Thread-5" #21 prio=5 os_prio=31 tid=0x00007fd1cc9af000 nid=0xe32f runnable [0x0000000127d4d000]
   java.lang.Thread.State: RUNNABLE
at java.util.ArrayList.indexOf(ArrayList.java:317)
at java.util.ArrayList.contains(ArrayList.java:300)
at java.util.AbstractCollection.removeAll(AbstractCollection.java:375)
at com.fs.starfarer.combat.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.campaign.BackgroundAndStars.updateStarfield(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.updateStarfield(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.updateStarfield(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)

"DestroyJavaVM" #18 prio=5 os_prio=31 tid=0x00007fd1cf003800 nid=0xf07 waiting on condition [0x0000000000000000]
   java.lang.Thread.State: RUNNABLE

"Java2D Disposer" #16 daemon prio=10 os_prio=31 tid=0x00007fd1cbaa9800 nid=0xdb0b in Object.wait() [0x000000012d36c000]
   java.lang.Thread.State: WAITING (on object monitor)
at java.lang.Object.wait(Native Method)
at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:142)
- locked <0x00000006400225d8> (a java.lang.ref.ReferenceQueue$Lock)
at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:158)
at sun.java2d.Disposer.run(Disposer.java:148)
at java.lang.Thread.run(Thread.java:745)

"Java2D Queue Flusher" #15 daemon prio=10 os_prio=31 tid=0x00007fd1cc106000 nid=0xd607 in Object.wait() [0x000000012cb44000]
   java.lang.Thread.State: TIMED_WAITING (on object monitor)
at java.lang.Object.wait(Native Method)
at sun.java2d.opengl.OGLRenderQueue$QueueFlusher.run(OGLRenderQueue.java:203)
- locked <0x000000064002e288> (a sun.java2d.opengl.OGLRenderQueue$QueueFlusher)

"Timer-0" #12 daemon prio=5 os_prio=31 tid=0x00007fd1cbad4000 nid=0xd00b in Object.wait() [0x000000012c95c000]
   java.lang.Thread.State: WAITING (on object monitor)
at java.lang.Object.wait(Native Method)
at java.lang.Object.wait(Object.java:502)
at java.util.TimerThread.mainLoop(Timer.java:526)
- locked <0x0000000640036280> (a java.util.TaskQueue)
at java.util.TimerThread.run(Timer.java:505)

"AppKit Thread" #10 daemon prio=5 os_prio=31 tid=0x00007fd1cb919800 nid=0x2113 runnable [0x0000000000000000]
   java.lang.Thread.State: RUNNABLE

"Service Thread" #9 daemon prio=9 os_prio=31 tid=0x00007fd1cb89c800 nid=0x5103 runnable [0x0000000000000000]
   java.lang.Thread.State: RUNNABLE

"C1 CompilerThread3" #8 daemon prio=9 os_prio=31 tid=0x00007fd1cb863800 nid=0x4f03 waiting on condition [0x0000000000000000]
   java.lang.Thread.State: RUNNABLE

"C2 CompilerThread2" #7 daemon prio=9 os_prio=31 tid=0x00007fd1cb00e800 nid=0x4d03 waiting on condition [0x0000000000000000]
   java.lang.Thread.State: RUNNABLE

"C2 CompilerThread1" #6 daemon prio=9 os_prio=31 tid=0x00007fd1cc807800 nid=0x4b03 waiting on condition [0x0000000000000000]
   java.lang.Thread.State: RUNNABLE

"C2 CompilerThread0" #5 daemon prio=9 os_prio=31 tid=0x00007fd1cc00a000 nid=0x4903 waiting on condition [0x0000000000000000]
   java.lang.Thread.State: RUNNABLE

"Signal Dispatcher" #4 daemon prio=9 os_prio=31 tid=0x00007fd1cc012800 nid=0x3917 waiting on condition [0x0000000000000000]
   java.lang.Thread.State: RUNNABLE

"Finalizer" #3 daemon prio=8 os_prio=31 tid=0x00007fd1cb85b800 nid=0x3503 in Object.wait() [0x00000001257f1000]
   java.lang.Thread.State: WAITING (on object monitor)
at java.lang.Object.wait(Native Method)
at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:142)
- locked <0x0000000640023138> (a java.lang.ref.ReferenceQueue$Lock)
at java.lang.ref.ReferenceQueue.remove(ReferenceQueue.java:158)
at java.lang.ref.Finalizer$FinalizerThread.run(Finalizer.java:209)

"Reference Handler" #2 daemon prio=10 os_prio=31 tid=0x00007fd1cb85a800 nid=0x3303 in Object.wait() [0x00000001256ee000]
   java.lang.Thread.State: WAITING (on object monitor)
at java.lang.Object.wait(Native Method)
at java.lang.Object.wait(Object.java:502)
at java.lang.ref.Reference$ReferenceHandler.run(Reference.java:157)
- locked <0x000000064001b980> (a java.lang.ref.Reference$Lock)

"VM Thread" os_prio=31 tid=0x00007fd1cb856000 nid=0x3103 runnable

"GC task thread#0 (ParallelGC)" os_prio=31 tid=0x00007fd1cc00d800 nid=0x10f runnable

"GC task thread#1 (ParallelGC)" os_prio=31 tid=0x00007fd1cc00e000 nid=0x1907 runnable

"GC task thread#2 (ParallelGC)" os_prio=31 tid=0x00007fd1cc00f000 nid=0x2503 runnable

"GC task thread#3 (ParallelGC)" os_prio=31 tid=0x00007fd1cc00f800 nid=0x2703 runnable

"GC task thread#4 (ParallelGC)" os_prio=31 tid=0x00007fd1cb006000 nid=0x2903 runnable

"GC task thread#5 (ParallelGC)" os_prio=31 tid=0x00007fd1cb007000 nid=0x2b03 runnable

"GC task thread#6 (ParallelGC)" os_prio=31 tid=0x00007fd1cb007800 nid=0x2d03 runnable

"GC task thread#7 (ParallelGC)" os_prio=31 tid=0x00007fd1cb008000 nid=0x2f03 runnable

"VM Periodic Task Thread" os_prio=31 tid=0x00007fd1cb865000 nid=0x5303 waiting on condition

JNI global references: 367

Heap
 PSYoungGen      total 1988096K, used 421060K [0x0000000740000000, 0x00000007c0000000, 0x00000007c0000000)
  eden space 1883136K, 16% used [0x0000000740000000,0x00000007534b1378,0x00000007b2f00000)
  from space 104960K, 100% used [0x00000007b2f00000,0x00000007b9580000,0x00000007b9580000)
  to   space 109056K, 0% used [0x00000007b9580000,0x00000007b9580000,0x00000007c0000000)
 ParOldGen       total 4194304K, used 284837K [0x0000000640000000, 0x0000000740000000, 0x0000000740000000)
  object space 4194304K, 6% used [0x0000000640000000,0x00000006516294f0,0x0000000740000000)
 Metaspace       used 45717K, capacity 46547K, committed 46720K, reserved 1091584K
  class space    used 4274K, capacity 4444K, committed 4480K, reserved 1048576K
[close]
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Wyvern is 100% correct about the math.

Wyvern

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Re: Nexerelin freezes game upon entering some star systems
« Reply #1 on: October 12, 2016, 11:15:14 PM »

Just for fun, I tried entering the system via a different jump point.  That... worked?  Kindof?  Apparently the system is absurdly large, as in, the fringe jump point is about three full mapgrid widths away from the star.  Not sure why the closer jump point jammed up but this one didn't; maybe there's something near the star that's problematic?  Currently flying over to find out; fortunately I have console commands to give myself more supplies for the trip...
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Wyvern is 100% correct about the math.

borgrel

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Re: Nexerelin freezes game upon entering some star systems
« Reply #2 on: October 13, 2016, 02:42:13 AM »

i also have an un-enter-able system in my current play though.
tried multiple jump points, no joy.

i set systems: 10; left empty systems: 2; max planets: 8; and left stations: 3;
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Histidine

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Re: Nexerelin freezes game upon entering some star systems
« Reply #3 on: October 13, 2016, 07:44:45 AM »

Is it a binary star system? Those had a pretty big bug* that seems to be causing the issue described in this thread (will be fixed in next Nexerelin release).

*Did you know that Starsector finds it entirely unobjectionable to tell a sector entity to orbit itself?
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borgrel

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Re: Nexerelin freezes game upon entering some star systems
« Reply #4 on: October 13, 2016, 08:59:59 AM »

i have 2 binary system in the current game:
the 2 stars have separate systems, on the intel screen there are 4 inhabited planets/stations
timor A is orbited by 2 inhabited planets and timor B is orbited by 2
however if i jump to timor A (either using the gate or the sun or the gas giant) only 2 of the inhabited planets are 'in-system' and the 2nd sun is NOT 'in-system', nor is the comm relay.

*just tested* timor B crashes the system when jumped to.

in the system i originally referred to:
just jumped into system around firort a: success.

of the 10 inhabitted planets/stations in system, only 4 are visible 'in-system' on the sector map.
the rest orbit firort B and any jump to firort B or any any jump point or pass giant in firort B causes a crash


*confirmed*
the bug is related to binary systems
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Wyvern

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Re: Nexerelin freezes game upon entering some star systems
« Reply #5 on: October 13, 2016, 09:34:04 AM »

Ahh, yes, binary star system.  Alright, thanks.
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Wyvern is 100% correct about the math.