ppy / osu

rhythm is just a *click* away!
https://osu.ppy.sh
MIT License
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Crash on boot (no window created) since tag 2020.1203.0 on Linux #11103

Closed TLATER closed 3 years ago

TLATER commented 3 years ago

Describe the crash:

Since tag 2020.1203.0 the game crashes on boot, I get this output in my console:

Unhandled exception. System.NullReferenceException: Object reference not set to an instance of an object.
   at osu.Desktop.DiscordRichPresence.Dispose(Boolean isDisposing) in /run/build/osu/osu.Desktop/DiscordRichPresence.cs:line 148
   at osu.Framework.Graphics.Drawable.dispose(Boolean isDisposing)
   at osu.Framework.Graphics.Drawable.Finalize()
--- End of stack trace from previous location where exception was thrown ---
   at osu.Framework.Platform.GameHost.<>c__DisplayClass100_1.<handleException>b__0()
   at osu.Framework.Threading.ScheduledDelegate.RunTaskInternal()
   at osu.Framework.Threading.Scheduler.Update()
   at osu.Framework.Threading.GameThread.ProcessFrame()
   at osu.Framework.Platform.ThreadRunner.RunMainLoop()
   at osu.Framework.Platform.GameHost.windowUpdate()
   at osu.Framework.Platform.SDL2DesktopWindow.OnUpdate()
   at osu.Framework.Platform.SDL2DesktopWindow.Run()
   at osu.Framework.Platform.GameHost.Run(Game game)
   at osu.Desktop.Program.Main(String[] args) in /run/build/osu/osu.Desktop/Program.cs:line 55
/app/bin/start: line 2:     3 Aborted                 (core dumped) LD_LIBRARY_PATH=/app/osu:$LD_LIBRARY_PATH PWD=/tmp /app/dotnet/bin/dotnet /app/osu/osu\!.dll "$@"

This is just after compiling and trying to run the game.

Screenshots or videos showing encountered issue:

Tell if you really want a screenshot of my terminal. Happy to share my color scheme!

osu!lazer version: 2020.1203.0, 2020.1204.0

Logs:

I can also create logs for the newer tag, if helpful. This is 2020.1203.0, since that's the last version I tried.

Game version for the database log is off, I guess osu crashes before some of the logs are created, and I'm coming from an older version:

2020-12-05 23:05:50 [verbose]: ----------------------------------------------------------
2020-12-05 23:05:50 [verbose]: database Log for tlater (LogLevel: Verbose)
2020-12-05 23:05:50 [verbose]: osu 2020.1128.0.0
2020-12-05 23:05:50 [verbose]: Running on Unix 5.7.19.0, 12 cores
2020-12-05 23:05:50 [verbose]: ----------------------------------------------------------
2020-12-05 23:05:50 [verbose]: [?????] Beginning import...
2020-12-05 23:05:50 [verbose]: [64e00] Validating online IDs for 1 beatmaps...
2020-12-05 23:05:50 [verbose]: [64e00] Performing online lookups...
2020-12-05 23:05:51 [verbose]: [64e00] Online retrieval failed for  ()
2020-12-05 23:05:51 [verbose]: [64e00] Found existing beatmap for nekodex - welcome to osu! (peppy) (ID 22) – skipping import.
2020-12-05 23:05:51 [verbose]: [64e00] Dereferencing files for incomplete import.
2020-12-05 23:08:39 [verbose]: ----------------------------------------------------------
2020-12-05 23:08:39 [verbose]: network Log for tlater (LogLevel: Verbose)
2020-12-05 23:08:39 [verbose]: osu 2020.1203.0.0
2020-12-05 23:08:39 [verbose]: Running on Unix 5.7.19.0, 12 cores
2020-12-05 23:08:39 [verbose]: ----------------------------------------------------------
2020-12-05 23:08:39 [verbose]: Performing request osu.Game.Online.API.Requests.GetUserRequest
2020-12-05 23:08:39 [verbose]: Request to https://osu.ppy.sh/api/v2/me/ successfully completed!
2020-12-05 23:08:40 [verbose]: Spectator client connecting...
2020-12-05 23:08:39 [verbose]: ----------------------------------------------------------
2020-12-05 23:08:39 [verbose]: performance Log for tlater (LogLevel: Verbose)
2020-12-05 23:08:39 [verbose]: osu 2020.1203.0.0
2020-12-05 23:08:39 [verbose]: Running on Unix 5.7.19.0, 12 cores
2020-12-05 23:08:39 [verbose]: ----------------------------------------------------------
2020-12-05 23:08:39 [verbose]: TextureAtlas initialised (1024x1024)
2020-12-05 23:08:40 [verbose]: TextureAtlas initialised (1024x1024)
2020-12-05 23:08:40 [verbose]: Texture requested (1920x8) which exceeds TextureStore's atlas size (1024x1024) - bypassing atlasing. Consider using LargeTextureStore.
2020-12-05 23:08:37 [verbose]: ----------------------------------------------------------
2020-12-05 23:08:37 [verbose]: runtime Log for tlater (LogLevel: Verbose)
2020-12-05 23:08:37 [verbose]: osu 2020.1203.0.0
2020-12-05 23:08:37 [verbose]: Running on Unix 5.7.19.0, 12 cores
2020-12-05 23:08:37 [verbose]: ----------------------------------------------------------
2020-12-05 23:08:37 [verbose]: GL Initialized
2020-12-05 23:08:37 [verbose]: GL Version:                 4.6.0 NVIDIA 440.100
2020-12-05 23:08:37 [verbose]: GL Renderer:                GeForce RTX 2070 SUPER/PCIe/SSE2
2020-12-05 23:08:37 [verbose]: GL Shader Language version: 4.60 NVIDIA
2020-12-05 23:08:37 [verbose]: GL Vendor:                  NVIDIA Corporation
2020-12-05 23:08:37 [verbose]: GL Extensions:              GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
2020-12-05 23:08:37 [verbose]: BASS Initialized
2020-12-05 23:08:37 [verbose]: BASS Version:               2.4.15.26
2020-12-05 23:08:37 [verbose]: BASS FX Version:            2.4.12.1
2020-12-05 23:08:37 [verbose]: Device:                     Default
2020-12-05 23:08:37 [verbose]: Drive:                      default
2020-12-05 23:08:40 [verbose]: Unhandled exception has been allowed with 0 more allowable exceptions .
2020-12-05 23:08:40 [error]: An unhandled error has occurred.
2020-12-05 23:08:40 [error]: System.InvalidOperationException: Process ID must be greater than 10.
2020-12-05 23:08:40 [error]: at DiscordRPC.DiscordRpcClient..ctor(String applicationID, Int32 pipe, ILogger logger, Boolean autoEvents, INamedPipeClient client)
2020-12-05 23:08:40 [error]: at DiscordRPC.DiscordRpcClient..ctor(String applicationID)
2020-12-05 23:08:40 [error]: at osu.Desktop.DiscordRichPresence.load(IAPIProvider provider) in /run/build/osu/osu.Desktop/DiscordRichPresence.cs:line 42
2020-12-05 23:08:40 [error]: --- End of stack trace from previous location where exception was thrown ---
2020-12-05 23:08:40 [error]: at osu.Framework.Allocation.BackgroundDependencyLoaderAttribute.<>c__DisplayClass6_0.<CreateActivator>b__4(Object target, IReadOnlyDependencyContainer dc)
2020-12-05 23:08:40 [error]: at osu.Framework.Allocation.DependencyActivator.activate(Object obj, IReadOnlyDependencyContainer dependencies)
2020-12-05 23:08:40 [error]: at osu.Framework.Allocation.DependencyActivator.Activate(Object obj, IReadOnlyDependencyContainer dependencies)
2020-12-05 23:08:40 [error]: at osu.Framework.Allocation.DependencyContainer.Inject[T](T instance)
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Drawable.InjectDependencies(IReadOnlyDependencyContainer dependencies)
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Drawable.load(IFrameBasedClock clock, IReadOnlyDependencyContainer dependencies)
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Drawable.Load(IFrameBasedClock clock, IReadOnlyDependencyContainer dependencies, Boolean isDirectAsyncContext)
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Drawable.LoadFromAsync(IFrameBasedClock clock, IReadOnlyDependencyContainer dependencies, Boolean isDirectAsyncContext)
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Containers.CompositeDrawable.loadComponents[TLoadable](List`1 components, IReadOnlyDependencyContainer dependencies, Boolean isDirectAsyncContext, CancellationToken cancellation)
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Containers.CompositeDrawable.<>c__DisplayClass17_0`1.<LoadComponentsAsync>b__1()
2020-12-05 23:08:40 [error]: at System.Threading.Tasks.Task.InnerInvoke()
2020-12-05 23:08:40 [error]: at System.Threading.Tasks.Task.<>c.<.cctor>b__274_0(Object obj)
2020-12-05 23:08:40 [error]: at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
2020-12-05 23:08:40 [error]: --- End of stack trace from previous location where exception was thrown ---
2020-12-05 23:08:40 [error]: at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
2020-12-05 23:08:40 [error]: at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
2020-12-05 23:08:40 [error]: --- End of stack trace from previous location where exception was thrown ---
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Containers.CompositeDrawable.<>c__DisplayClass17_2`1.<LoadComponentsAsync>b__4()
2020-12-05 23:08:40 [error]: at osu.Framework.Threading.ScheduledDelegate.RunTaskInternal()
2020-12-05 23:08:40 [error]: at osu.Framework.Threading.Scheduler.Update()
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Drawable.UpdateSubTree()
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
2020-12-05 23:08:40 [error]: at osu.Framework.Graphics.Containers.CompositeDrawable.UpdateSubTree()
2020-12-05 23:08:40 [error]: at osu.Framework.Platform.GameHost.UpdateFrame()
2020-12-05 23:08:40 [error]: at osu.Framework.Threading.GameThread.ProcessFrame()

Computer Specifications:

Host is nixos (channel version 20.03), I'm running osu in a container (freedesktop-sdk 20.08 with the dotnet extension, can share exact system as an image if desirable).

You have everything else from the logs :)

bdach commented 3 years ago

The finaliser crash is obvious (and surprising that it went undetected for so long), but I have no idea what this one is supposed to mean:

2020-12-05 23:08:40 [error]: System.InvalidOperationException: Process ID must be greater than 10.
2020-12-05 23:08:40 [error]: at DiscordRPC.DiscordRpcClient..ctor(String applicationID, Int32 pipe, ILogger logger, Boolean autoEvents, INamedPipeClient client)
2020-12-05 23:08:40 [error]: at DiscordRPC.DiscordRpcClient..ctor(String applicationID)

How the pid got below 10 there apparently is beyond my imagination (and possibly not our problem, but discord's).

Actually on second thought the nullref is probably a red herring. Whatever that pid issue is, it's most likely the primary issue.

TLATER commented 3 years ago

@bdach that happens both with discord running and not running, if that helps.

Also even if it was running, neither of the two should be able to see each other, since they're running in different containers.

bdach commented 3 years ago

Actually, could you post a runtime log from 2020.1128.0? The one in the OP is from 2020.1203.0.

My working theory is that the discord integration never did work for you and always produced that pid error, but with the recent change to SDL things got reordered such that it became fatal, but it's not a strong suspicion. Overall I'm perplexed as to why this would start showing up only now.

Also, you mention "containers". Not familiar with nixos - does it do some sort of hardening/syscall filtering? Are processes generally allowed to see their own pids?

TLATER commented 3 years ago

Here's a 2020.1128.0 log, this time with Discord running (tried both, neither pull up a message):

2020-12-05 23:55:44 [verbose]: ----------------------------------------------------------
2020-12-05 23:55:44 [verbose]: runtime Log for tlater (LogLevel: Verbose)
2020-12-05 23:55:44 [verbose]: osu 2020.1128.0.0
2020-12-05 23:55:44 [verbose]: Running on Unix 5.7.19.0, 12 cores
2020-12-05 23:55:44 [verbose]: ----------------------------------------------------------
2020-12-05 23:55:44 [verbose]: GL Initialized
2020-12-05 23:55:44 [verbose]: GL Version:                 4.6.0 NVIDIA 440.100
2020-12-05 23:55:44 [verbose]: GL Renderer:                GeForce RTX 2070 SUPER/PCIe/SSE2
2020-12-05 23:55:44 [verbose]: GL Shader Language version: 4.60 NVIDIA
2020-12-05 23:55:44 [verbose]: GL Vendor:                  NVIDIA Corporation
2020-12-05 23:55:44 [verbose]: GL Extensions:              GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object 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GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test 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GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
2020-12-05 23:55:44 [error]: Couldn't list input devices. Is libasound2-dev installed?
2020-12-05 23:55:44 [error]: System.TypeInitializationException: The type initializer for 'Commons.Music.Midi.MidiAccessManager' threw an exception.
2020-12-05 23:55:44 [error]: ---> System.DllNotFoundException: Unable to load shared library 'asound' or one of its dependencies. In order to help diagnose loading problems, consider setting the LD_DEBUG environment variable: libasound: cannot open shared object file: No such file or directory
2020-12-05 23:55:44 [error]: at AlsaSharp.Natives.snd_seq_open(IntPtr handle, IntPtr name, Int32 streams, Int32 mode)
2020-12-05 23:55:44 [error]: at AlsaSharp.AlsaSequencer..ctor(AlsaIOType ioType, AlsaIOMode ioMode, String driverName)
2020-12-05 23:55:44 [error]: at Commons.Music.Midi.Alsa.AlsaMidiAccess..ctor()
2020-12-05 23:55:44 [error]: at Commons.Music.Midi.MidiAccessManager.InitializeDefault()
2020-12-05 23:55:44 [error]: at Commons.Music.Midi.MidiAccessManager..cctor()
2020-12-05 23:55:44 [error]: --- End of inner exception stack trace ---
2020-12-05 23:55:44 [error]: at Commons.Music.Midi.MidiAccessManager.get_Default()
2020-12-05 23:55:44 [error]: at osu.Framework.Input.Handlers.Midi.MidiInputHandler.refreshDevices()
2020-12-05 23:55:44 [verbose]: BASS Initialized
2020-12-05 23:55:44 [verbose]: BASS Version:               2.4.15.26
2020-12-05 23:55:44 [verbose]: BASS FX Version:            2.4.12.1
2020-12-05 23:55:44 [verbose]: Device:                     Default
2020-12-05 23:55:44 [verbose]: Drive:                      default
2020-12-05 23:55:47 [error]: Couldn't list input devices. Is libasound2-dev installed?
2020-12-05 23:55:47 [error]: System.TypeInitializationException: The type initializer for 'Commons.Music.Midi.MidiAccessManager' threw an exception.
2020-12-05 23:55:47 [error]: ---> System.DllNotFoundException: Unable to load shared library 'asound' or one of its dependencies. In order to help diagnose loading problems, consider setting the LD_DEBUG environment variable: libasound: cannot open shared object file: No such file or directory
2020-12-05 23:55:47 [error]: at AlsaSharp.Natives.snd_seq_open(IntPtr handle, IntPtr name, Int32 streams, Int32 mode)
2020-12-05 23:55:47 [error]: at AlsaSharp.AlsaSequencer..ctor(AlsaIOType ioType, AlsaIOMode ioMode, String driverName)
2020-12-05 23:55:47 [error]: at Commons.Music.Midi.Alsa.AlsaMidiAccess..ctor()
2020-12-05 23:55:47 [error]: at Commons.Music.Midi.MidiAccessManager.InitializeDefault()
2020-12-05 23:55:47 [error]: at Commons.Music.Midi.MidiAccessManager..cctor()
2020-12-05 23:55:47 [error]: --- End of inner exception stack trace ---
2020-12-05 23:55:47 [error]: at Commons.Music.Midi.MidiAccessManager.get_Default()
2020-12-05 23:55:47 [error]: at osu.Framework.Input.Handlers.Midi.MidiInputHandler.refreshDevices()
2020-12-05 23:55:47 [verbose]: Screen changed → Loader
2020-12-05 23:55:48 [verbose]: Screen changed → Disclaimer
2020-12-05 23:55:54 [verbose]: Screen changed → IntroCircles
2020-12-05 23:55:55 [verbose]: decoupled ruleset transferred ("" -> "osu!")
2020-12-05 23:55:57 [verbose]: Screen changed → MainMenu

Discord rich presense was definitely not working, and I'd rather have it so, too :)

Regarding "containers"; this is not a nixos specific feature. I'm using flatpak for most of my GUI applications because it's a bit easier to keep things like osu up-to-date for me this way (and also am a bit paranoid about home directory clutter from foolish GUI applications that ignore xdg-desktop standards).

This is just running osu under a separate kernel namespace, it should be able to read its own PID. There's no hardening (in fact, flatpak requires a non-hardened kernel), the only odd thing is that it can't see things happening in the real system; which should include discord, so if there is something going wrong here I'll want to open up an issue against that project too.

I'm not particularly familiar with the discord rich presense stuff, am I correct in believeing that osu is trying to open up some ipc with a process it believes to be discord for some reason, and the pid of that process is really low so we error out as a precaution? Any idea how it chooses what to look at? I can get a process list from inside the container.

bdach commented 3 years ago

Hm, no discord error. So that's that theory dead in the water.

I'm not particularly familiar with the discord rich presense stuff, am I correct in believeing that osu is trying to open up some ipc with a process it believes to be discord for some reason, and the pid of that process is really low so we error out as a precaution? Any idea how it chooses what to look at? I can get a process list from inside the container.

That's the thing - the Discord RPC component is trying to get the pid of the osu!lazer process itself and apparently getting some garbage sub-10 value, while as far as I can tell no userland application should be getting a pid below RESERVED_PIDS, which is 300. Unless it's a weirdly patched kernel, but then again, sub-10 is really really weird.

I should mention at this point however that we do not support flatpak as a distribution method and it shouldn't really be expected to work - that said, I don't believe that a failing discord integration should be taking down the entire executable, either (which it will do in its current state).

TLATER commented 3 years ago

I should mention at this point however that we do not support flatpak as a distribution method and it shouldn't really be expected to work

Yes, understood. I'm wholly responsible for maintaining the build and such myself, and if you ever decide to exit(1) when you notice you're in a flatpak, I'll have to patch the source myself ;) Thanks for helping debug anyway :)

I'll dig a little further. While I don't think sub-300 PIDs should be assigned to anything, osu runs with a non-host PID (it's in a different pid namespace after all...). It's possible that these are allowed to be lower, but I'm running into this issue and can't actually see inside the container - will update flatpak and see what's going on.

TLATER commented 3 years ago

Aaaand, that solves the mystery:

[📦 sh.ppy.Osu-lazer ~]$ ps aux
USER       PID %CPU %MEM    VSZ   RSS TTY      STAT START   TIME COMMAND
tlater       1  0.1  0.0   2632  1116 pts/2    S+   00:54   0:00 /nix/store/4qy0xg9vbm1hgfm3m2xcxp45rc3q1zkl-bubblewrap-0.4.1/bin/bwrap --args 32 start
tlater       2  0.0  0.0   7584  3684 pts/2    S+   00:54   0:00 /bin/sh /app/bin/start
tlater       3  167  3.3 7268660 553628 pts/2  Sl+  00:54   1:00 /app/dotnet/bin/dotnet /app/osu/osu!.dll
tlater      72  0.0  0.0   7800  4200 pts/4    S    00:55   0:00 bash
tlater      74  0.0  0.0   9168  3492 pts/4    R+   00:55   0:00 ps aux

Looks like applications can indeed run with crazy PIDs when run in a separate namespace - cute, I learned something, should have known from docker land :)

While there's a ton of ways to work around this on the deployment side (simply spawn a few pointless processes before osu, see if the Flatpak upstream has PID rule changing options, ask if they'd be open for adding them, etc.), I'm still confused why this would suddenly cause a crash with a newer version, and I do wonder why that check is there in the first place.

What do you think the best solution is here, @bdach?

bdach commented 3 years ago

I double checked and we actually recently did update the discord rich presence integration component, and it included this commit which is a direct cause of this. I am however not sure how this pid check relates to any of the issues linked in the commit message. We might have to take this upstream to clarify, but generally some defensive error handling on our side probably wouldn't hurt.

TLATER commented 3 years ago

Ok, I'll take the discussion upstream if nobody else gets to it first, and maybe even contribute some error handling - been meaning to get patches into this repository for years now, and I am probably one of a very few people who care about this particular problem.

Thanks for all the help!

bdach commented 3 years ago

I opened an issue upstream. Let's see if we get a response.