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GMLive.gml

Livecoding for GameMaker: Studio / GameMaker Studio 2 路 By YellowAfterlife

[Fixed in GMS2.3.1+] Runner randomly exits with non-zero status

A topic by mrvictordiaz created Sep 07, 2020 Views: 2,104 Replies: 20
Viewing posts 1 to 8
(1 edit) (+2)

After GMLive has run for a while (sometimes just a couple of seconds), the runner exits with non-zero status seemingly at random. This happens on 2 machines that I've tested.

Simply enable live call in any object's draw GUI event, then leave it as is and wait.. (The object has to be active and running within that scene)

After a bit, it'll crash/exit with non-zero status.


There's also no error log to assist with the troubleshooting too. This is all the message that I get.

Developer

"Exited with non-zero status" means that the GameMaker runner hard crashed.
"-1073741819" is 0xc0000005, or "access violation"

The IDE shows no error message because that is not supposed to happen with GML code alone (which GMLive is).

I would suggest to send YYG a bug report with a project attached as there is no practical way for anyone else to debug such issues.

(1 edit) (+1)

From my experience, as this happens often to me - it seems to happen when there are for-loops with temp variables in code, and you update it several times (but it crashes randomly - sometimes after half minute, sometimes after 10 minutes). As I'm unable to find one easy way to reproduce it, I didn't reported it yet, as I know what to report in fact... this error message doesn't help.

(1 edit)

Hmm, that could very well be it.

I started a fresh new project and have GMLive set up and everything. The only thing I have there is a function that sets the current draw color, font, etc

Something along the line of 

function draw_set(_alpha, _font, _color) {

   draw_set_alpha(_alpha);

   draw_set_font(_font);

   draw_set_color(_color);

}

Then I simply executed that function 3 times in my Step/Draw event

draw_set(1, fn_SegoeUI_14, c_white);
draw_set(1, fn_SegoeUI_14, c_white);
draw_set(1, fn_SegoeUI_14, c_white);

This causes a crash after a while.

Removing these 3 lines allowed the game to run indefinitely. Since the function arguments are treated like local vars, that could be it.

(+2)

Tried again with just this. I can confirm this also crashed the runner.

After some new tests - crashes because of no enough RAM (game uses around 2GB when crashes - with only 5 lines of code).

I was gonna suggest memory issues too. I wonder if increasing the RAM would fix this (or at least extend the running time before the crash). My PC is on a limited motherboard platform, so upgrading means I have to throw 2 sticks away - heck I'd be fine with doing this if that fixes the problem.

It's even more apparent when doing things like drawing inventory items in the form of grids, since you have to constantly nest for loops together.

Developer (1 edit)

I'll need a sample project - I have just added the demonstrated for-loop into my test project along with debug_event("DumpMemory"), and it is not showing any steady memory increase; I found an unrelated "hard crash on boot" issue and filed a bug for it.

(5 edits) (+1)

Here it is: https://gmclan.org/up23_18_gms_23_GMLIVE_crash.html (with GMLIVE cut, need to be re-added).

To crash, I just need to run it and wait about 60-120 seconds (you can watch memory usage in Task Manager, for me it crashes around 1.5 GB used).

This is how memory usage looks on my side, the moment of crash is easily visible: https://i.imgur.com/PP5RVF6.png

Edit: here is a chart from GM debugger for above example:

OH NO You better cut out GMLive!

Don't forget, these threads are also read by people who don't own GMLive and this is why you email the samples directly to Yellow

(1 edit)

Damn, I forgot that removing extension doesn鈥檛 remove included files, re-uploaded now and double checked (renamed yyz to zip, manually deleted, renamed to yyz again).

Thanks!

Any updates to this?

Developer(+3)

I was given a preview build for the next beta release of 2.3, but found new bugs that cause the game to crash before it could crash from memory issues, so I'm waiting for those to be fixed.

Getting the same error. I don't have any objects live_enable'd with a for loop, and it's still crashing. 

Developer

Similarly, I could use a sample project that replicates the issue, at which point I would be able to tell whether it is anything to do with my code or a GM bug.

Yup same
Since the update non-zero status crashes on three different PCs with fresh projects as soon I'm using GMLive. No logical trigger, could be minutes, could be second but it always goes down. Already emailed Vadym but with no trigger there's nothing they can do for now. I did notice that for me the crash coincides with a 3D gpu spike in the program manager.  I'm running two NVIDIA GTX 970 sli on my main comp and intelinside GPUs on the others so it shouldn't be anything with the individual GPUs

A temporary solve for me is running GM via OSX on an old 2010 MacBook. Slow but smooth sailing

That also happened to me!

didn't report because this one is rather hard to reproduce on a fresh project

Will just chime in to say I've also been experiencing this. Keeping an eye on this thread

(1 edit)

Yes this also happening for multiple members of our team, will keep an eye out. 馃憤

H Hello Dirty socksock members, I downloaded the game and when I was about to play this appeared, saying "error" I don't understand, do you know the cause and how can I solve it?