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Can someone help me read that crash report?


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Hello,

About a week about I did my usual "upgrade" mods and launch on CKAN but after that my game started crashing. I tried to look at the log but I find them very unhelpful and I can't figure out what is causing the error. The game crashes at the very end of the loading.

Can someone help me read the log file? As far I understand, this crashing somewhere in the regular game DLLs (mono.dll) with no Exception error message other than "Access Violation" which makes no sense...

Error.log
 

Quote

 

Unity Player [version: Unity 5.4.0p4_b15b5ae035b7]

mono.dll caused an Access Violation (0xc0000005)
  in module mono.dll at 0033:2dcf0e6a.

Error occurred at 2017-10-14_114900.
C:\Kerbal Space Program\KSP_x64.exe, run by Nicolas.
84% memory in use.
16333 MB physical memory [2600 MB free].
24525 MB paging file [8307 MB free].
134217728 MB user address space [134207437 MB free].
Read from location 00000010 caused an access violation.

 

Stack trace
 

Quote

 

========== OUTPUTING STACK TRACE ==================

0x00007FFB2DCF0E6A (mono) mono_reflection_type_from_name
0x00007FFB2DCF1723 (mono) mono_custom_attrs_construct
0x00007FFB2DCF538A (mono) mono_reflection_get_custom_attrs_by_type
0x00007FFB2DCA3ECA (mono) mono_domain_finalize
0x00000000054E3841 (Mono JIT Code) (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool)
0x00000000054E36F1 (Mono JIT Code) System.MonoCustomAttrs:GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider,System.Type)
0x00000000054E2DB1 (Mono JIT Code) System.MonoCustomAttrs:GetCustomAttributes (System.Reflection.ICustomAttributeProvider,System.Type,bool)
0x000000000554B12E (Mono JIT Code) System.Reflection.MonoField:GetCustomAttributes (System.Type,bool)
0x0000000021CC0D4B (Mono JIT Code) GameParameters/ParameterNode:Save (ConfigNode)
0x0000000021CC0B28 (Mono JIT Code) GameParameters:Save (ConfigNode)
0x0000000021CBD304 (Mono JIT Code) GameParameters:GetDefaultParameters (Game/Modes,GameParameters/Preset)
0x0000000021CBCB54 (Mono JIT Code) MainMenu:Start ()
0x000000000546725B (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFB2DD84FFB (mono) mono_set_defaults
0x00007FFB2DCD8341 (mono) mono_runtime_invoke
0x00007FF71CC2517D (KSP_x64) ScriptingArguments::AddString
0x00007FF71CB7B5D3 (KSP_x64) IClusterRenderer::IClusterRenderer
0x00007FF71CB7B974 (KSP_x64) IClusterRenderer::IClusterRenderer
0x00007FF71CB7C1F5 (KSP_x64) IClusterRenderer::IClusterRenderer
0x00007FF71CB7C5C9 (KSP_x64) IClusterRenderer::IClusterRenderer
0x00007FF71CA3F199 (KSP_x64) Behaviour::InitializeClass
0x00007FF71CBF6529 (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF71CCB3050 (KSP_x64) Object::GetInstanceID
0x00007FF71CCB384A (KSP_x64) PlayerMainWndProc
0x00007FF71CCB6BEE (KSP_x64) PlayerWinMain
0x00007FF71D16C344 (KSP_x64) RectT<int>::GetYMax
0x00007FFB41962774 (KERNEL32) BaseThreadInitThunk

========== END OF STACKTRACE ===========

 

I've attached the whole thing as a zip a well :)

https://www.amazon.com/clouddrive/share/xG8fYXSBCBtGLckgw3HsIDCoYUKUKjyGeaU4JzgZ5w2

Mod list:

https://pastebin.com/guRvb6HH

Thank you for you help, I really appreciate your time!

Edited by Nicome
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Hi non of the supplied info tells us anything really, Logs contain a lot of info and there are few logs, all containing different outputs, the two logs relevant in your case are the KSP.log, and the Output .log

KSP log is my preferred place to start a bug hunt, as it is written every time you start the game and contains all the relevant info , other logs are only written upon crashing.

SO link up a zipped copy of your KSP.log and I'll take a look

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Thanks guys

Sorry I didn't know about KSP.log, I actually looked at that one but it doesn't end with an exception which is odd.

I've uploaded the KSP.log file: https://www.amazon.com/clouddrive/share/HYfjH7BwS6WwWjj47djXSfgz2XEOR0judgyCC7GQAiQ

I guess the only exception I could find in there is:

[EXC 12:31:48.875] ReflectionTypeLoadException: The classes in the module cannot be loaded.
	System.Reflection.Assembly.GetTypes ()
	ContractConfigurator.ContractConfigurator+<GetAllTypes>d__30`1[ContractConfigurator.ParameterFactory].MoveNext ()
	Rethrow as Exception: Error loading types from assembly TweakableDeployablePanels, Version=0.1.21.0, Culture=neutral, PublicKeyToken=null
	UnityEngine.Debug:LogException(Exception)
	ContractConfigurator.LoggingUtil:LogException(Exception)
	ContractConfigurator.<GetAllTypes>d__30`1:MoveNext()
	System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
	ContractConfigurator.ContractConfigurator:RegisterParameterFactories()
	ContractConfigurator.ContractConfigurator:PSystemReady()
	EventVoid:Fire()
	<Start>c__Iterator7B:MoveNext()
	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

@linuxgurugamer I did not upgrade the game to 1.3.1. I copied the game to an other folder so I have one tracking copy of the game and one past:

[LOG 12:27:18.193] ******* Log Initiated for Kerbal Space Program - 1.3.0.1804 (WindowsPlayer x64) en-us *******
Kerbal Space Program - 1.3.0.1804 (WindowsPlayer x64) en-us

 

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Well, i see you are running a copy of Infernal Robotics for 1.1.3, 

Kerbal Academy for 1.2.2,  and others.

Since you have a backup, the best  thing to do would be to restore the back up, update a few of the mods and try it,  update a few at a time until you get a crash, then it should be easy to identify the culprit

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Im looking iin the log file..

since you dont have a backup, follow these steps:

1 Make a full copy of the game

2. Delete 1/2 of the mods and see if it crashes

3. If it does, delete 1/2 of the remaining mod and try again.

When you have isolated which set of mods is causing the crash, repeat this with only those, keep doing it until you isolate the bad mod(s)

And in the future, always do a backup before upgrading

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@linuxgurugamerOk thanks for your suggestion but I think that with 96 mods I might as well play an other game an get back to KSP in a year... Kind of sad I'm losing my game like that. I also don't understand why CKAN doesn't have a log of changes with a roll back option. Maybe I should spend the time I would spent playing trying to add to CKAN.

I don't understand why no log contain a hint of what is going wrong...

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2 hours ago, Nicome said:

Kind of sad I'm losing my game like that.

Only by your choice. I'd say it's worth it to spend the time fixing it, but up to you.
This is also a good illustration of why regular backups are good...
 

2 hours ago, Nicome said:

I also don't understand why CKAN doesn't have a log of changes with a roll back option.

Because nobody got around to coding it?

 

2 hours ago, Nicome said:

Maybe I should spend the time I would spent playing trying to add to CKAN.

Good idea. CKAN is open source, so feel free to contribute. Or open a feature request on github and hope somebody else does it.

As CKAN currently lacks this feature, you might try searching for recently modified files. I have no idea how to do this in Windoze, as I don't use it, but on *nix running something like:

find ./ -iname '*.dll' -newermt "1 Sept 2017" ! -newermt "1 Oct 2017"

In your GameData directory will, for example, list all .dll files last modified between the specified dates. Should at least give you a pointer as to which mods were updated recently.
Presumably that MS operating system has similar basic functionality.

Edited by steve_v
Accuracy is good
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