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Old 06-03-2011, 03:35 AM   #201
PGLombardo
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Reproduceable crash when I use the built in Mac trackpad witxh multi-touch.

The game will crash consistently each time I use two fingers and drag on the trackpad.

This client was a new download from Realms Online for play on the Raven server within the last 30 days.

Stack trace here: https://gist.github.com/1005825

Excluding this crash/using an external mouse, the game plays extremely well for me.
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Old 06-05-2011, 09:14 PM   #202
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Quote:
Originally Posted by PGLombardo View Post
Reproduceable crash when I use the built in Mac trackpad witxh multi-touch.

The game will crash consistently each time I use two fingers and drag on the trackpad.

This client was a new download from Realms Online for play on the Raven server within the last 30 days.

Stack trace here: https://gist.github.com/1005825

Excluding this crash/using an external mouse, the game plays extremely well for me.
Uhm... unhandled event. Stack overflow. Not good :P

I'll have a look into it. Unfortunately I don't have any mac with trackpad with multi-touch so i'll have to guess :-/
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Old 06-05-2011, 09:17 PM   #203
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Default crashes

Uploading a new client.

Please tell me if it keeps crashing.
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Old 06-06-2011, 01:14 AM   #204
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Default Bugfixes (Suggestions)

There are 2 related bugs and I think I've found the solution to them (running nm -m on the game executable basically confirms you're using the function in question).

Bug #1 Steps to reproduce:
1) Drag right mouse to turn character
2) Release right mouse while the mouse is still moving.
Behavior:
The cursor will "hang" on the screen for a moment, when it should actually begin moving smoothly. I did some sleuthing and it looks like you (Surak) are using the CGWarpMouseCursorPosition function from CoreGraphics to "halt" the mouse on-screen during the drag. If you look right below this function in CGRemoteOperations.h there's the following function: CGAssociateMouseAndMouseCursorPosition. If you call this and pass false when the drag starts, and true when the drag is over, it'll accomplish the same thing as using CGWarpMousePosition, but it won't overflow the event queue I've tested it on my own program (which happened to have the same bug) and it fixes the behavior

Bug #2 Steps to reproduce:
1) While running drag the right mouse to turn your character
2) Turning may be VERY "choppy"
Diagnosis:
I'm pretty sure this problem will go away if you fix bug #1, because there won't be drag events getting dropped from CoreGraphic's event queue

PS There's a 3rd bug; It looks like Regnum is expecting scroll events' deltaY to be in line numbers, but they're not. This causes scrolling to be really slow, and switching the quickbars to not work. If you multiply the NSEvent's deltaY by 16.0f (or some typical line height) it fixes the issue (confirmed fix with mach_inject)
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Old 06-06-2011, 02:51 AM   #205
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Ok, I feld challenged (?)

@Plover: New version on AMUN, with your CGAssociateMouseAndMouseCursorPosition thingy.

@PGLombardo: this version should handle your trackpad correctly. Please confirm.
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Old 06-06-2011, 03:21 AM   #206
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Quote:
Originally Posted by surak View Post
Ok, I feld challenged (?)
@Plover: New version on AMUN, with your CGAssociateMouseAndMouseCursorPosition thingy.
Thanks for making the changes so fast Sadly they aren't working I still think that's the right function to use, though, since it's documentation describes exactly what you're trying to do.

Quote:
Originally Posted by surak View Post
@PGLombardo: this version should handle your trackpad correctly. Please confirm.
I was able to produce the same multitouch crash (identical backtrace) as Lombardo both before and after the Amun update. Sorry.

EDIT: Just noticed that scrolling is fixed after I clicked submit! Yay
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Last edited by Plover; 06-06-2011 at 03:23 AM. Reason: noticed scrolling is fixed
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Old 06-06-2011, 03:25 AM   #207
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Quote:
Originally Posted by Plover View Post
Thanks for making the changes so fast Sadly they aren't working I still think that's the right function to use, though, since it's documentation describes exactly what you're trying to do.



I was able to produce the same multitouch crash (identical backtrace) as Lombardo both before and after the Amun update. Sorry.

EDIT: Just noticed that scrolling is fixed after I clicked submit! Yay
Meh. Tried to fix 3 things and only fixed one

I better go to bed! I'll keep trying tomorrow.
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Old 06-07-2011, 05:32 AM   #208
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Default Barb crashes much more

for some reason playing my barb causes regnum to crash far more often (16 times yesterday) than my marks.

Here is latest crash log:

http://pastebin.com/z0Tti78v

Dave
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Old 06-07-2011, 01:04 PM   #209
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Quote:
Originally Posted by Slapphead View Post
for some reason playing my barb causes regnum to crash far more often (16 times yesterday) than my marks.

Here is latest crash log:

http://pastebin.com/z0Tti78v

Dave
you have disabled weapons beams and trails?
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Old 06-07-2011, 11:13 PM   #210
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in those 16 crashes I think I tried disabling various things - but I did it at runtime, rather than in config, so I'm not 100% sure.

Is that the recommended setting then?

Dave
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