0x0ade / FEZMod-Legacy

Kinda dead FEZ mod. Check the linked issue comment for further info.
https://github.com/0x0ade/FEZMod-Legacy/issues/5#issuecomment-341082111
MIT License
22 stars 2 forks source link

Hexahedron transition hangs in FEZ 1.12 #25

Open 0x0ade opened 8 years ago

0x0ade commented 8 years ago

Alt-F4 / CTRL+C doesn't help. The Hexahedron ambience keeps on playing.

Due to the recent issues with FEZMod's GL calls causing FEZ to hang, I guess it's a FEZMod issue.

Judging from STDOUT, I guess it's not replicable in single-threaded mode.

STDOUT:

(12:29:12.290) [Intro] Changing Intro Screen to : Trapdoor
(12:29:12.551) [Intro] Changing Intro Screen to : TrixelEngine
(12:29:13.183) [Intro] Changing Intro Screen to : SaveIndicator
(12:29:16.286) [Intro] Changing Intro Screen to : Fez
(12:29:29.209) [Intro] Changing Intro Screen to : Zoom
(12:29:33.226) [Intro] Changing Intro Screen to : SignInChooseDevice
(12:29:33.260) [Intro] Changing Intro Screen to : MainMenu
(12:29:34.703) [Intro] Changing Intro Screen to : Warp
(12:29:36.399) [Intro] All components are loaded.
(12:29:41.556) [Intro] Intro is done and game is go!
AL lib: (WW) FreeContext: (0x19ab290) Deleting 3 Source(s)
AL lib: (WW) FreeDevice: (0x1a50090) Deleting 182 Buffer(s)
(12:31:51.487) [FEZ] Exiting.
^[[A
^\Full thread dump:

"<unnamed thread>"  at <unknown> <0xffffffff>
  at (wrapper managed-to-native) System.Threading.Monitor.Monitor_wait (object,int) <IL 0x0000e, 0xffffffff>
  at System.Threading.Monitor.Wait (object,int) <0x00042>
  at System.Threading.ManualResetEventSlim.Wait (int,System.Threading.CancellationToken) <0x002f7>
  at System.Threading.ManualResetEventSlim.Wait () <0x00028>
  at FezEngine.Tools.PersistentThread.DoActualWork () <IL 0x0004d, 0x000a3>
  at Common.Logger.Try (System.Action) <IL 0x00001, 0x0001d>
  at FezEngine.Tools.PersistentThread.DoWork () <IL 0x0000c, 0x0008f>
  at System.Threading.Thread.StartInternal () <0x000c2>
  at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <IL 0x0005e, 0xffffffff>

"<unnamed thread>"
"<unnamed thread>"  at <unknown> <0xffffffff>
  at (wrapper managed-to-native) System.Threading.Thread.Sleep_internal (int) <IL 0x0000d, 0xffffffff>
  at System.Threading.Thread.Sleep (int) <0x00016>
  at FezEngine.Services.LevelManager.WaitForScreenInvalidation () <IL 0x00006, 0x0001e>
  at FezEngine.Services.LevelManager.NearestTrile (Microsoft.Xna.Framework.Vector3,FezEngine.Services.QueryOptions,System.Nullable`1<FezEngine.Viewpoint>) <IL 0x00037, 0x00153>
  at FezEngine.Services.LevelManager.NearestTrile (Microsoft.Xna.Framework.Vector3,FezEngine.Services.QueryOptions) <IL 0x0000c, 0x00047>
  at FezGame.Services.PhysicsManager.DetermineOverlaps (FezGame.Structure.IComplexPhysicsEntity) <IL 0x0009b, 0x002b4>
  at FezGame.Services.PlayerManager.ForceOverlapsDetermination () <IL 0x00007, 0x00023>
  at FezGame.Services.PlayerManager.RespawnAtCheckpoint () <IL 0x0018d, 0x005ab>
  at FezGame.Components.NowLoadingHexahedron.DoLoad (bool) <IL 0x0004c, 0x000c3>
  at FezEngine.Tools.Worker`1<bool>.Act () <IL 0x0000c, 0x0001e>
  at FezEngine.Tools.PersistentThread.DoActualWork () <IL 0x0002c, 0x00062>
  at Common.Logger.Try (System.Action) <IL 0x00001, 0x0001d>
  at FezEngine.Tools.PersistentThread.DoWork () <IL 0x0000c, 0x0008f>
  at System.Threading.Thread.StartInternal () <0x000c2>
  at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <IL 0x0005e, 0xffffffff>