Closed darthroe closed 3 years ago
You haven't provided the TMPE.log, which might contain more information we need. Could you upload that somewhere?
This were two stacktraces I was able to fine. The first is near identical to a different error someone else reported on the Discord server back on Tuesday. The second I haven't seen before but seems unrelated to TMPE.
AchievemenStacktrace:
Native stacktrace:
/home/darthroe/.local/share/Steam/steamapps/common/Cities_Skylines/Cities_Data/Mono/x86_64/libmono.so(+0x91f55) [0x7f458c5e1f55]
/usr/lib/libpthread.so.0(+0x147ff) [0x7f4592ee47ff]
/usr/lib/libc.so.6(gsignal+0x145) [0x7f45929dbce5]
/usr/lib/libc.so.6(abort+0x12a) [0x7f45929c5856]
./Cities.x64() [0x9f864b]
/home/darthroe/.local/share/Steam/steamapps/common/Cities_Skylines/Cities_Data/Mono/x86_64/libmono.so(+0xd1086) [0x7f458c621086]
/home/darthroe/.local/share/Steam/steamapps/common/Cities_Skylines/Cities_Data/Mono/x86_64/libmono.so(+0x34c3d) [0x7f458c584c3d]
/usr/lib/libpthread.so.0(+0x147ff) [0x7f4592ee47ff]
[0x410a1f49]
Debug info from gdb:
ERROR: ld.so: object '/home/darthroe/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
I refuse to debug myself!
No threads.
=================================================================
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================
The LD_PRELOAD
error is reportedly quite common with Steam games running on Linux and is usually safe to ignore. Still don't know anything about the stacktrace or the reason for SIGABRT yet though.
System.SystemException: Error running gmcs: Cannot find the specified file
at Mono.CSharp.CSharpCodeCompiler.CompileFromFileBatch (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00000] in <filename unknown>:0
at Mono.CSharp.CSharpCodeCompiler.CompileAssemblyFromFileBatch (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00000] in <filename unknown>:0
at Mono.CSharp.CSharpCodeCompiler.CompileAssemblyFromFile (System.CodeDom.Compiler.CompilerParameters options, System.String fileName) [0x00000] in <filename unknown>:0
at System.Xml.Serialization.XmlSerializer.GenerateSerializers (System.Xml.Serialization.GenerationBatch batch, System.CodeDom.Compiler.CompilerParameters cp) [0x00000] in <filename unknown>:0
at System.Xml.Serialization.XmlSerializer.RunSerializerGeneration (System.Object obj) [0x00000] in <filename unknown>:0
Unknown prefab: Cosmopolitan Portland [Serialization]
This second error seems related to a custom asset.
Could you verify the platform you're using to play the game and the game version you're using? I figure you're on Steam, but I cannot find references to the game version in your log.
Hi, I suggest disabling Steam game overlay, to get rid of errors. Maybe that the cause??
System.SystemException: Error running gmcs: Cannot find the specified file
at Mono.CSharp.CSharpCodeCompiler.CompileFromFileBatch ...
That might be caused by some mod that bundles it source code. Look in your workshop folders (on Windows they're in Steam\steamapps\workshop\content\255710
so probably something similar on Linux) and see if there are any Source
folders buried in there and unsubscribe associated items.
Okay, so I disabled Steam game overlay, but that doesn't seem to be the cause. In fact I'm not entirely sure TM:PE is the cause. I say this because I went through my log and removed some assets that were causing errors. I also cleaned up my RICO file and files that were responsible for a lot of log entries. I also didn't notice anything in the logs that would suggest TM:PE is the cause of the freeze or crash.
I then proceed to load that save a few times, and sometimes it ran without problem and sometimes it would freeze. So I then made a new city and it ran, but trying to load it again it would sometimes run and sometimes freeze or crash. Here are the logs from the test city that crashed.
Player.log: https://ufile.io/mhznwnx9 TMPE log: https://ufile.io/8hku7vfk
Try unsubscribing Surface Painter and see if that makes a difference.
Also, unsub this asset (despite what author says, it's horrendously broken).
Other than that I'm out of ideas. Does the problem remain if you unsub TMPE?
I am also using Manjaro, here are my PC specs. I am also affected by this bug but I noticed it is not pausing itself when I try to load game with loading screen mod "remove all citizens, pedestrians and recover from simulations errors" on save load. Maybe it can be temporary workaround also for original issue poster? It is beaming fine for me for few loads after checking those settings – however after some time problem is returning...
On next time when I reproduce this issue I will upload required logs and my save game here – I sadly came into this issue after workarounding it...
System: Host: klocek Kernel: 5.6.0-1-MANJARO x86_64 bits: 64 Desktop: KDE Plasma 5.18.3 Distro: Manjaro Linux
CPU: 6-Core: AMD Ryzen 5 3600 type: MCP speed: 4069 MHz
Graphics: OpenGL: renderer: Radeon RX 580 Series (POLARIS10 DRM 3.36.0 5.6.0-1-MANJARO LLVM 9.0.1) v: 4.5 Mesa 19.3.5
Drives: Local Storage: total: 462.05 GiB used: 85.48 GiB (18.5%)
Info: Processes: 258 Uptime: 1d 13h 37m Memory: 31.38 GiB used: 21.57 GiB (68.7%) Shell: bash inxi: 3.0.37
I found some info that mix Linux - AMD - Steam
may cause similar issues.
I'm not sure how good you are at linux os, but I think you could try this: https://inxile.zendesk.com/hc/en-us/articles/115004658528-File-handles-bug-causing-crashes-Linux-
It shouldn't break anything, but since Cities Skylines tends to open and read a lot of files I think it's worth trying.
To narrow things down, I uninstalled every asset and mod. I then reset CS configuration, I also cleaned up residual xml files and such left over from uninstalled mods.
I then re-subscribed to TM:PE and was able to play. I then re-subscribed to Loading Screen Mod. This is when I started to get freezing and crashes. Basically with TM:PE alone, I seem to have no problem, with Loading Screen Mod alone I also seem to have no problem. Having both seems to cause random freezing/crashes.
Here's the latest log file from the city that crashed: https://ufile.io/ndrk6tta TM:PE log file: https://ufile.io/ap4pelqv
I've just found that guide, I hope that there is an answer for this issue: https://steamcommunity.com/sharedfiles/filedetails/?id=467062052 Let us know if something from there help you
edit: I've just noticed that @aubergine10 is the author 😄
I seem to also have this issue where both Stable and Labs causes a crash on, or shortly after, unpausing the game. (Arch Linux, nVidia GPU)
This happens even when TMPE is the only mod I am subscribed to. I load up the "Clean up Crew" scenario and the game will crash as soon as I unpause or very shortly after[1]. Unsubscribing from TMPE and the game runs without issue. I don't think the logs are very helpful though. Please let me know if I can do anything to help!
Player.log: http://dpaste.com/0DJAZEX TMPE.log: http://dpaste.com/3PPJQ8D
EDIT #1: This is from a crash with TMPE Stable.
[1] For reference, I moved the water pump while it is paused, then unpause, then connect the water and then the electricity to the moved pump, but these aren't steps required to trigger the crash. Just noting!
About this guide – nothing new, I have kernel 5.6.0, use LSM, it also happened once when I was playing offline due to my ISP outage so my steam was in offline mode I guess.
Oh. And my game is also playable when paused alter load and freeze after unpausing.
TL;DR: Possible workaround: load C:S, start a New Game, press "Play" (this seems to be important), then hit Esc and Load your "broken" game. If assets seem to be missing, Exit to Main Menu, and then Load your broken game again.
I have similar behaviour to that described here on a linux machine. I've got Industries/Parklife/Matchday DLCs and the only mods I have now are TMPE, Loading Screen, Metro Overhaul Mod, Network Extensions 2, Move It!, and their required dependencies. I had more mods when I started a city a couple of days ago and grew it to 8000 population before saving, but then I experienced the freezing/crashing described here. By unsubscribing from all mods and re-subscribing to the 5 mods listed (which are kind of essential for good gameplay), I was able to load that game (I'll call it Game 0) and proceed. But when I made a few modest developments to the city and saved it, I was unable to run this new save. So I've tried to troubleshoot methodically.
Issues arise when I add a new intersection (which makes me think it might have something to do with TM:PE). I can make minimal changes to Game 0 (just let it run for a minute, or just extend a road slightly) and save it (call it Game 1), then completely exit Steam and load Game 1 without problems. However, if I add an intersection (on an urban road or a highway) things start to go wrong. If I save this game (Game 2), I can exit to the main menu and continue, I can exit to the main menu and then continue by selecting "load game" and Game 2, but I cannot exit Cities:Skylines and load Game 2 from there.
What I can do is load Game 0 or Game 1 (which almost always works) and then hit Esc and choose "Load Game" and load Game 2, and it seems to be fine. In fact, I was able to load Game 1, then choose to load a game I'd abandoned at a population of 20k because it had been developed while mods were being updated to be compatible with Sunset Harbor and I had read that some of these had not been completely fixed. So this leads to the possible workaround at the start of this post.
This made me think it was something to do with the Loading Screen Mod, so I unsubscribed from that, but now even Game 1 crashed, so I resubscribed. What I've also noticed is that if the game freezes so badly I have to kill -9
it but leave Steam running, then all games will crash -- I have to exit Steam completely.
The last few lines in Player.log
are always something like this:
Receiving unhandled NULL exception
#0 0x007ff5213ad240 in funlockfile
#1 0x007ff5213ad7e8 in (Unknown)
#2 0x007ff5213ad7f8 in (Unknown)
So this may or may not have anything to do with TM:PE, but it seems to have something to do with the way Steam/C:S caches which I know nothing about. I'm posting here mainly in the hope that other people who have this problem can try my workaround and maybe continue to enjoy the game.
Can you try this mod - it exposes more details about errors, including some errors that are silently hidden by the vanilla game: https://steamcommunity.com/sharedfiles/filedetails/?id=2055465280
Can you try this mod
Here is the Player.log from a crash after installing that mod: http://dpaste.com/1EGCWEG
I installed Manjaro Linux and can confirm issue with simulation freezing / crashing. I have no idea what is causing it and no option to test it easily because debugger cannot be attached under Linux :/ I suspect an issue with Harmony patching or sim thread lock/hang. In fact no errors were reported and simulation worked only for fraction of a second after starting. No issues when TMPE disabled.
BTW, it looks like game runs way faster than on Windows (exactly the same settings) :thinking:
What debugger are you using for cities? Maybe mono debugger from VS code will be helpful? (I just read than it can be used fro cities here: https://skylines.paradoxwikis.com/Debugging_Mods and Linux version of vs code also have mono debugger so this is just idea, I hope it is at least a bit helpful.)
And about this BTW – why do you think I am using Linux? It is free and it is working better. (I have to say it now – wolne oprogramowanie means free software, not slow software xD) My spec have on average 33% more FPS on Linux.
I use dnSpy
and debug version of Mono.dll
. I can't find debug binaries for linux so I can't use debugger (no way to attach it). Not to mention that laucher prevents from running game directly (debugger detaches itself) :/
Oh. BTW, my TMPE log here, it finally crashed – I did my workaround (delete all vehicle agents by loading screen mod) and now it is again working again. http://paste.asie.pl/vw4o <= log after freeze
I will try to build debug mono and attach it to cities myself maybe. If I succeed I will post my results here, I want to help.
Thanks, log is "empty" (nothing new there). I would check output_log(windows)/player.log(linux/macos), because if we(TMPE) fail to catch an error it should be logged there anyways.
I'll build debug mono too, but I have to figure out how to run game in debug mode, because mono has to start with these params to be visible for any debugger: --debugger-agent=transport=dt_socket,server=y,address=127.0.0.1:55555,defer=y,no-hide-debugger
https://files.catbox.moe/86ilfl.log –> Player log, however I see this funlockfile
null also here. :< Again delete all vehicle agents helped, this time i had to also restart steam.
I had the same issue on Ubuntu 19.10 and as aubergine10 suggested I found a directory named 'Source' under .steam/steam/steamapps/workshop/content/255710. It was in the directory of the mod 'Building Theme: European Suburbia Decorated'. I unsubscribed to this and it solved this issue for me. thx.
I tried the workaround that neuryt suggested (delete all vehicle agents by loading screen mod) and it seems to have worked. I was able to play without the city freezing. I'll try some more to ensure that it works each time.
Unfortunately the workaround I tried does not always work. I tried a few more times and the freezing then crash continue to happen.
I have this problem, but to get my game to play, I have to unsubscribe all my mods, exit, go back and subscribe again, exit...then I can play, but after saving game and exit I have to repeat it all to play. This is at the end of the saved game log which leads me here
NullReferenceException: Object reference not set to an instance of an object at TrafficManager.LoadingExtension.OnReleased () [0x00000] in
:0 at LoadingWrapper.OnLoadingExtensionsReleased () [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LoadingWrapper:OnLoadingExtensionsReleased() LoadingWrapper:Release() LoadingManager:ReleaseRelay() LoadingManager:OnDestroy()
Here is log after I've saved it https://ufile.io/9hea9uvc Here is the log when I try again after exiting and it crashes https://ufile.io/9wjt4b34
I have the Mod Compatibility Checker which shows no conflicts Ubuntu 19.10 Linux steam v 020
I think I'm seeing the same bug. Linux, Ubuntu 20.04, TMPE stable 10.3.2, Sunset Harbor. I've noticed that it randomly works sometimes. Say, after loading the same save about 5-6 times, it suddenly just works fine, and remains stable for as long as I keep the game running.
Unsubscribing from TMPE makes it load correctly 100% of the time.
Not sure when it started happening, had a hiatus from january to Sunset Harbor.
Some timing related problem during startup?
The error from @jnnksdev seems to be different. All the other crashes noted in this thread indicate SIGABRT
whereas the one from jnn was SIGILL
. The end of the logfile's quoted below for convenience.
Colossal Handler caught: SIGILL
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Runtime terminating: True
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
The game will now crash. Sorry for the inconvenience...
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Receiving unhandled NULL exception
#0 0x007f53d06b5840 in funlockfile
#1 0x007f53d06b5df8 in _Unwind_GetTextRelBase
#2 0x007f53d06b5f48 in _Unwind_GetTextRelBase
#3 0x007f53d06b6108 in _Unwind_ForcedUnwind
#4 0x007f53d06b6348 in __pthread_unwind
#5 0x007f53d06b6358 in pthread_exit
#6 0x007f53d06b6368 in mono_pthread_key_for_tls
#7 0x007f53d06b6378 in mono_thread_exit
#8 0x007f53d06b6388 in mono_method_marked_as_wrapperless
#9 0x007f53d06b6648 in mono_amd64_throw_exception
#10 0x007f53d06b6808 in (Unknown)
With crash behaviour being the same, could this be an alternate presentation of the same bug or might it be unrelated? We have a little more to go on here, but with the different level of data available and lack of SIGABRT
I'd suspect this to be a separate, but similar, problem.
I didn't note any errors in their TMPE.log
, but there were one or two other errors in other mods in their Player.log
.
Edit: This same pattern of SIGILL
rather than SIGABRT
is present in the logs from Scott as well.
@atomt Could you share you logfiles? If you don't know how, read here.
More logs: labs_Player.log labs_TMPE.log stable_Player.log stable_TMPE.log
tmpe labs has SIGABRT
as well as SIGILL
Savegame: TMPE_test.zip (basically empty map)
Should be noted, that Cities.x64 is still running after the window crashes.
11.2.3 works fine for me. nevermind
This is a stab in the dark, but we are currently testing a version of TMPE that's migrated to Harmony 2.x - there's a chance it might fix the crash bug.
See this PR where you can get a zip containing updated dll files to try (just overwrite the dlls downloaded from Steam Workshop with the updated files fron the zip): https://github.com/CitiesSkylinesMods/TMPE/pull/866
To revert to workshop version at any time, ubsubscribe the resubscribe TMPE and it will refresh the local files with workshop versions.
I tested it two days ago, no luck, still doesn't work.... I managed to create sort of debug build, not 100% functional, but issue might be totally somewhere else, because extended unity debug logs shows exception when game is trying to render overlay (not called by TM:PE) which is weird...
I am glad I finally found this thread! Of course it took me a while to figure out that it seems to be TM:PE causing my issues.
Similar to everyone else above: Linux 18.04 Mint, running Cinnamon. Saved game crashes to Desktop upon loading and un-pausing.
I also tested creating a new game. The new game works fine until I start to get some population moving in. I tested that with the built-in unlimited money cheat and a bunch of time (across three IRL days of opening and closing C:S) creating roads and networks and editing lanes and traffic signals. All worked great. Just as soon as I added some residential zones and let Cims move in everything broke. I got the "funlockfile" error in the Player.log and the game CTD. This is with TM:PE enabled
Without TM:PE enabled, the game runs fine once cims start moving in. I also tried enabling TM:PE on that new-start save file after ~15 hours of play with Cims present. Before unpausing, I can do everything that TM:PE allows. Change intersections, lane connectors, despawn traffic, etc. But as soon as I unpause... CTD TMPE.log Player.log
If I reload the same save file immediately after the CTD, but this time with TM:PE disabled in the mods list: It runs fine on unpause, no issues at all.
Not sure if this is useful, but I did a LOT of investigation on what this error was before I discovered it was TM:PE. This might be a rabbit-trail, but all info I found was related to errors within the Unity3D engine. Something about that engine doesn't play well with Linux at the moment. A known bug within Unity engine on linux_x64? (https://ludeon.com/forums/index.php?topic=37241.15)
OK i think I found something yesterday but surprisingly I can't reproduce issue now(didn't changed anything). Game works as usual, I loaded numerous savegames and it always worked without issue.
Since I can't check it again myself(everything works, somehow :/ ) I would be glad if anyone could help me. Subscribe to ModTools, enable it(restart game) and load "locked" saved game, but don't start simulation. Use ModTools to check values below (Ctrl+E to open that window below):
I'm asking about that, because yesterday, the last time when game locked up for me after un-pausing I noticed that first blue value: m_currentTickIndex
was not changing (it should, even when paused) and green one was enabled (it shouldn't afaik - at least not just after loading save) which indicates pending async tasks(Actions) (scroll down below)
When you click button marked yellow circle and m_hasActions
above is checked (small white circle ) you should see queue of pending actions. If possible browse them and write down method names (or make screenshot)
If m_currentTickIndex
is not changing it means that first of the tasks from queue is blocking whole simulation loop. I remember that I've had 8 there, two actions with "Pause" in name and one with very weird name, which I couldn't find in decompiled game code.
I suspect that one of the tasks(first?) is causing:
I just tried this on mine. Before unpausing, m_currentTickIndex
and m_realTimer
is increasing and m_hasActions
is unlit(?).
On unpause, the simulation freezes, m_realTimer
increases, m_currentTickIndex
stops and m_hasActions
remains unlit.
In both states, m_simulationActions
is "Collection is empty".
Many thanks @CandyAngel , so if m_currentTickIndex
doesn't change it means that LoadingManager.m_simulationDataLoaded
is false
(unlit) or value is true
but LoadingManager.m_loadingComplete
is false
then.
In other words both values m_simulationDataLoaded
and m_loadingComplete
have to be true
to increase SimulationManager.m_currentTickIndex
, because they are guarding other parts of code from execution before loading process finishes (blocking all movement of simulated objects).
I have got a few more questions:
SimulationManager.m_currentTickIndex
changed after unpausing game? (increased by 1 or more?) SimulationManager.m_currentFrameIndex
? Does it changed after upausing? (increased by 1 or more?)SimulationManager.m_updateCounter
changing before/after unpausing?Would be nice to also check SimulationManager.m_simulationView
, because values inside are changing after each camera movement(zoom/pan/angle change) If so, it means that simulation is not locked completely, but LoadingManager
values I mentioned above (m_simulationDataLoaded
and m_loadingComplete
) are false
(either one or both) indicating that loading process was not finished correctly or interrupted without any error, which is very weird and it will be even harder to track why 😕
You can also make an experiment changing both LoadingManager
values to true
by clicking on circle on the right from its name.
If simulation finally start and everything begin to move you can also try saving game under new name to try it next time - just don't do second load, but close game first(some values may persist between loads which might give us false positive or negative result)
If you could share savegame it would be great, maybe I'll be able to 'break' my game again :)
SimulationManager.m_currentTickIndex
updates too quickly to tell if it continues to do so after unpause.SimulationManager.m_currentFrameIndex
does increase by 2 on unpause.SimulationManager.m_updateCounter
is 0 on load and goes up to 14 before stopping. In case it is important, this is the same as m_maxFramesBehind
and if I change that, time passes in game until m_updateCounter
== m_maxFramesBehind
but the simulation still doesn't tick.SimulationManager.m_simulationView
values don't change as I move the camera during simulation lockup. m_loadingComplete
and m_simulationDataLoaded
are already both true.
My savegame has a tendency to crash on load, but this one seems to always load without problem, but shows this issue immediately on unpause: https://steamcommunity.com/sharedfiles/filedetails/?id=2090793273
Hope this helps!
Thanks for help, I'll try it :)
@CandyAngel I think I found why does it hangs. Before you load savegame again in Loading Screen Mod options select 'Remove all citizen agents' and then try loading savegame. I noticed that after unpausing at the bottom of Player.log game threw an Array index out of range Exception in CitizenManager.SimulationStepImpl(Int32 subStep) and few lines below The game will now crash. Sorry, blah, blah... Game is still running but everything stopped, nothing works, obviously. At first glance it probably has nothing to do with TM:PE but I'm not 100% sure yet.
Nope, it's not TM:PE for sure in your case.
Disable or completely unsubscribe Bulldoze It!
I modified game assembly to catch all errors from simulation thread and this mod is spamming my log after loading your savegame. Now simulation runs, but stutters, because exception catching is pretty expensive task.
I unsubscribed from everything and then re-subscribed to NE2 and TM:PE.
Simulation ran on the first load, game crashed on unpause on the second, third, fourth and fifth load.
It's almost like the simulation is causing a crash but another mod (Loading Screen Mod maybe?) prevents the whole game crashing and only the simulation goes down.
Also, I can get the simulation to lock up in a new game with only TM:PE subscribed/enabled (https://github.com/CitiesSkylinesMods/TMPE/issues/817#issuecomment-611566556)..
EDIT #1: Fixed missing comma.
Something weird is happening because it sometimes works and sometimes not. Maybe I am wrong but it seems like simulation works only if I wait few seconds before i hit space to unpause it. When I do it immediately it crashes or locks up
Ok it looks like in VehicleManager something is causing infinite loop or something crashed, because m_simulationProfiler.m_stopwatch is still waiting to be stopped. Stopwatch starts before call and ends just after simulationStep call to measure how much time game spend there
@krzychu124 I finally had some time this morning to attempt the steps you listed above with the ModTools addon. I had some interesting results, in that the first time I tried it the game locked up and CTD. https://vimeo.com/416894577
The second attempt might prove more useful. This time instead of immediately crashing to desktop the game seemed to hang. I didn't get any "funlockfile" errors in my Player.log like I expected though.... Player.log (Just ModTools complaining) However, I also noticed that the AutoSave feature hung and didn't actually execute. Since the game didnt CTD, I played around a bit with some settings and repeatedly tried to pause and unpause the game. See video below. https://vimeo.com/416894897
Finally, I zoomed in and looked at a place where I had a high amount of traffic. In the third video linked below you will notice that the Cims on the walkway seem to be updating.... but SUPER SLOWLY? Is that relevant? No idea, but I found it an interesting artifact of the system response. https://vimeo.com/416896235
The game never crashed and I had to end the process to get the window to crash/disappear.
Thanks for all your help so far Krzychu124, I feel like I am actually useful in tracking this problem down!
I'm also experiencing this. The game crashes just after unpause after startup, or sometimes while loading just before I would expect the city to first appear. For a while it was crashing about every other time, but reload and it would work. It then became more and more often, to where it just didn't work at all if I had TMPE enabled, even on a new city. I reinstalled TMPE with unsubscribe / subscribe, and it's back to crashing about half of the time.
The city is based on the Fix Traffic scenario, which I failed but kept going. The city is over 80K and all 9 tiles purchased. I have since installed the 81 tiles mod, but haven't been able to use it yet. No other enabled mods/assets other than TMPE stable.
Also, once (only once) as it crashed, a Null Pointer Exception popped up for about 1 second before the whole game screen disappeared. I am a programmer, but don't use .Net, and I didn't have time to see more than that. Nothing about a null pointer shows up in my TMPE.log
I changed ulimit for number of files as suggested above, no change.
Gentoo Linux, Kernel 5.6.13 (custom configured/compiled) Intel i5-4670, 32GB ram 1TB SSD, plenty of free space on all partitions AMD RX580, 8G ram Game monitor is 4K on displayport second monitor is 1080p on HDMI, rotated 90deg
@myoung008 nullpointer should be logged in output_log.txt - it's the main game log, if our mod not caught it, game will do, leaving info in that log file
Thank you for your help. I had quite a time finding the log, but finally did. For others following the thread, on Linux it's ~/.config/unity3d/Colossal Order/Cities_ Skylines/Player.log It does in fact have the null pointer error after the crash.
I think this is the relevant part:
Colossal Handler caught: Object reference not set to an instance of an object
at TrafficManager.Custom.AI.CustomPassengerCarAI.CheckOverlap (UInt16 ignoreParked, ColossalFramework.Math.Bezier3& bezier, Single offset, Single length, System.Single& minPos, System.Single& maxPos) [0x00000] in
Log attached, edited to remove sensitive info. Player_edited.log
Let me know if you need anything else from me. Thanks!
That's something new, many thanks for log. I will try to check what could cause null pointer there. TBH it's weird, because on Windows mod runs without any issues mentioned in this thread.
@myoung008 I can't reproduce this on my machine. I don't get such error but these were the last lines of my log: Receiving unhandled NULL exception
But sometimes it crashes like the log above. Other times it freezes when unpausing and when I reload it gets stuck on loading. So it looks pretty random. Is this a race condition in the mod or mono? Something that doesn't happen in Windows because other optimizations?
EDIT: another crash gave the following output: Receiving unhandled NULL exception
This is likely due to Unity silently casting null
to bool false
which breaks != null
, .?
and ??
.
I'll send a PR to add Unofficial.Microsoft.Unity.Analyzers
to see if that helps track down where the problem occurs.
Describe the problem
I run Cities:Skylines on LInux (Manjaro), Hardware if it matters: AMD FX 8370, Nvidia GeForce 750 Ti (Diver 440.64) When I start a saved city everything is fine until I un-pause it, then it will either freeze or crash. When I unsubscribe to this mod the city will load and run.
Steps to reproduce
Log files
https://ufile.io/9vld1vi2
Savegame?
https://ufile.io/fyy8h170
Screenshots?
None
Notes or questions?