[LINUX] Editor crash when creating a new 3D project, or when trying to open some example projects #710
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I have same problem too. Linux Mint 17.3 64 bit [Fri Mar 18 17:23:56 2016] DEBUG: Loading resource .mdl |
On the first issue, examples and new project templates aren't included with a local source build, please try cloning and opening them from https://github.com/AtomicGameEngine/AtomicExamples The 2nd issue needs some looking into... EDIT: The templates are included with a local build, on Linux they don't seem to be working for some reason: https://github.com/AtomicGameEngine/AtomicGameEngine/tree/master/Data/AtomicEditor/ProjectTemplates |
Hi Josh, The projects I tried to open was cloned from the github repository you mentioned. Is there a way to turn on more verbose logging? Also, I will create another issue with the second problem to keep the issues separate. Kind regards |
Same here... cloning the example you still get the crash. |
Hey guys, as you can tell the Linux build needs attention. We have been keeping it compiling on CI, though haven't had anyone really using it on Linux. I really want to see it get better, and quickly, though am stretched at the moment. The CEF3 issues are kind of a show stopper for opening scripts in the editor right now. That is a known issue. I am not sure what is causing the project loading issues on the platform, my guess is that this is something probably trivial. There are some reports of editor play mode issues as well, so that would also be good to address. I am really happy to have so much interest in a solid Linux build. I don't think it is super far off, just needs some digging into... :) |
@guzzard You should be able to set the log level from the command line:
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Tried to find out more with gdb. Built with "set(CMAKE_BUILD_TYPE Debug)". Starting program: /home/username/temp/AtomicGameEngine/Artifacts/AtomicEditor/AtomicEditor Thread 1 "AtomicEditor" received signal SIGABRT, Aborted. |
output from valgrind with some more info AtomicEditor: /home/username/temp/AtomicGameEngine/Source/ToolCore/Assets/AssetDatabase.cpp:353: void ToolCore::AssetDatabase::Scan(): Assertion `root.Get("version").GetInt() == ASSET_VERSION' failed. |
Think I found the cause of this issue. When env variable LC_NUMERIC is set to a locale which uses comma instead of punctuation the scale value of the .asset files are changed when project is opened and Cache folder is generated. Example: AtomicExamples/Basic3D/Resources/Models/Chest.fbx.asset: Is changed into (note the 0,01 after scale..): When the editor tries to parse the file while generating the Cache folder it will crash with this error: With a fresh clone of the example repo, if I first I have tried opening many of the example projects and I have not had any problems opening them if setting either |
Related rapidjson info: So seems solution would be to update rapidjson to a newer/newest version. |
I am testing AGE on Linux Mint (17.3) and I followed the build tutorial for QtCreator using the wiki. The editor runs at first but I get the following errors when trying to load the [Mon Jul 11 16:37:20 2016] ERROR: Could not open file
AtomicExamples/Basic3D/BuildSettings.json
[Mon Jul 11 16:37:20 2016] ERROR: Could not open file
AtomicExamples/Basic3D/UserPrefs.json ... and [Mon Jul 11 16:37:40 2016] ERROR: Configuration::ApplyConfig - Applying a config that has not yet been populated
[0711/163740:ERROR:browser_main_loop.cc(219)] Running without the SUID sandbox! See https://chromium.googlesource.com/chromium/src/+/master/docs/linux_suid_sandbox_development.md for more information on developing with the sandbox on.
[0711/163740:ERROR:socket_posix.cc(124)] bind() returned an error, errno=98: Address already in use
[0711/163740:ERROR:devtools_http_handler.cc(229)] Cannot start http server for devtools. Stop devtools.
[0711/163741:WARNING:ipc_message_attachment_set.cc(57)] MessageAttachmentSet destroyed with unconsumed descriptors: 0/1
[Mon Jul 11 16:37:41 2016] ERROR: Opened IPC transport fd = 94
The program has unexpectedly finished.
build-AtomicGameEngine-Desktop_Qt_5_7_0_GCC_64bit-Default/Source/AtomicEditor/AtomicEditor crashed. |
I can confirm that the issue disappears with a newer rapidjson version (tested with 1.0.2). The decimal separator for JSON data in this version is always "." regardless of locale settings. |
+1 for guzzards locale solution :) "I have tried opening many of the example projects and I have not had any problems opening them if setting either export LC_NUMERIC=en_US.UTF-8 or export LC_NUMERIC=C before starting the editor." |
Great, I wonder if it would be relatively painless to cherry pick in the LC_NUMERIC fix from rapidjson |
rapidjson has pretty nice unicode features it seems. This might help: "[AutoUTF] chooses which encoding to be used according to the input or output stream. Currently, it should be used with EncodedInputStream and EncodedOutputStream." |
Just realized that char table stuff won't affect locale settings so ignore the previous post I guess :p |
On my system, ToonTown does not work with the current master but #1470 fixes it. |
@ombre5733 Thanks that's great, I'll get the macOS/iOS platforms compiling in #1470 today |
@guzzard Ok, master should now work for you, please let me know, thanks |
@JoshEngebretson now the scene works as expected in the editor, but when playing the screen is just blank dark blue. When using LC_NUMERIC=C both scene and playing works as expected, so there seem to be some issue still related to the locale. |
I can confirm this issue. When writing the XML file, sprintf() uses a comma as separator but reading back expects a dot. I have fixed this in PR #1477. |
@ombre5733 Thanks, I added a comment in #1477, I'd really like to avoid needing to modify the basic C string method usage, maybe there is a way of setting |
@guzzard would you mind testing master now? It looks like @ombre5733 tracked the issue down to CEF initialization :) |
@JoshEngebretson @ombre5733 It works for me now. Great work! 👍 😃 |
@JoshEngebretson @ombre5733 sorry have to take that back.. 😢 Did a fresh build today, and tested the Basic 3D example C# version. When pressing play the screen is just black. But using LC_NUMERIC=C everything works fine.. the JavaScript version of Basic 3D works fine without LC_NUMERIC=C. So it seems to be related to C# in some way. However, the Racer2D example C# version works fine without LC_NUMERIC=C so not sure whats going on.. |
@guzzard I can confirm this. Debugging... |
@guzzard Racer2D constructs a scene in C# code I believe, whereas the Basic 3D project loads an XML scene. |
@guzzard @JoshEngebretson Yesterday I found out that all the C# code runs in the user's locale. I have tried different things to change the locale--or culture as it is called in C#, but did not succeed. I have created #1497 and will fill it with some more information. |
Creating a new 3D project:
Info, T0: Leaving post processing pipeline
[Fri Mar 18 11:21:50 2016] DEBUG: Created directory /home/username/AtomicProjects/MyGame/Resources/Models/Materials
Skipping save of existing material DefaultMaterial
[Fri Mar 18 11:21:50 2016] DEBUG: Loading resource .mdl
[Fri Mar 18 11:21:50 2016] ERROR: Could not open file /home/username/AtomicProjects/MyGame/Cache/
Could not open output file /home/username/AtomicProjects/MyGame/Cache/
When opening some example projects (for example Basic3D or ToonTown), same error:
Info, T0: Leaving post processing pipeline
[Fri Mar 18 11:27:04 2016] DEBUG: Created directory /home/username/temp/AtomicExamples/Basic3D/Resources/Models/Materials
Skipping save of existing material DefaultMaterial
[Fri Mar 18 11:27:04 2016] DEBUG: Loading resource .mdl
[Fri Mar 18 11:27:04 2016] DEBUG: Loading resource Models/Materials/DefaultMaterial.material
[Fri Mar 18 11:27:04 2016] DEBUG: Loading resource Techniques/Diff.xml
[Fri Mar 18 11:27:04 2016] DEBUG: Loading resource Textures/chest.png
[Fri Mar 18 11:27:04 2016] ERROR: Could not open file /home/username/temp/AtomicExamples/Basic3D/Cache/
Could not open output file /home/username/temp/AtomicExamples/Basic3D/Cache/
Opening Basic2D and BunnyMark example projects worked fine, but they have another issue described in #713.
I'm running Arch Linux and got no errors during the build (built with ./Build_AtomicEditor.sh, build with QtCreator fails). I copied the files mentioned in #708 and the editor started fine after that, however it's not usable due to the issues described above.
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