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Unexpected Crash While Playing The Error Was: <Null>

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8th crash today

 


Contents of console.log:
Time is Fri May 31 15:46:00 MDT 2013
Running client version 3.1.77-4859

=== System information ===
Executing from C:\Users\USERNAME\Desktop\
Operating system: Windows 8 (arch: x86, version: 6.2)
Java version: 1.7.0_21 (Oracle Corporation)
Jvm version: 23.21-b01 (Oracle Corporation) [Java HotSpot Client VM]
Available CPUs: 2

>>> Main thread exiting.
Loading character chiqa
Loading config default
Loading props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt
Loading props file C:\Users\USERNAME\wurm\players\chiqa\password.txt
>>> LoginFrame queue entry exiting.
Saving props file C:\Users\USERNAME\wurm\players\chiqa\password.txt
Saving props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt
Loaded pack graphics.jar (r1247)
Options up-to-date!
Loading props file C:\Users\USERNAME\wurm\players\chiqa\playerdata.txt
Loading props file C:\Users\USERNAME\wurm\players\chiqa\stats.txt

Preparing to enable console logging.
Now logging to C:\Users\USERNAME\wurm\console.chiqa.log

=== Wurm options ===
animation_playback_self = 1
auto_mipmaps_enabled = 2
auto_run_source = 0
cavedetail = 0
censor_chat = false
cloud_shadows = false
collada_animations = 0
color_black = 0.0,0.0,0.0
color_cyan = 0.0,1.0,1.0
color_error = 1.0,0.3,0.3
color_fuchsia = 1.0,0.0,1.0
color_green = 0.08,1.0,0.08
color_grey = 0.5,0.5,0.5
color_lime = 0.0,1.0,0.0
color_maroon = 0.5,0.0,0.0
color_navy_blue = 0.23,0.39,1.0
color_orange = 1.0,0.5,0.0
color_purple = 0.5,0.0,0.5
color_red = 1.0,0.0,0.0
color_royal_blue = 0.23,0.39,1.0
color_silver = 0.75,0.75,0.75
color_system = 0.5,1.0,0.5
color_teal = 0.0,0.5,0.5
color_white = 1.0,1.0,1.0
color_yellow = 1.0,1.0,0.0
compressed_textures = false
compressed_textures_S3TC = false
custim_timer_source = 1
customTimer1 = -1|-1
customTimer2 = -1|-1
customTimer3 = -1|-1
customTimer4 = -1|-1
customTimer5 = -1|-1
debug_mode = false
depth_clamp_enabled = 2
display_settings = false:false:0:1024:600:32:-1:false:true
enable_debugs = false
enable_shift_drag = false
enable_vsync = false
engine_multithreaded = 0
event_log_rotation = 3
exec_source = 0
fast_yield = false
fbo_enabled = 2
fog_coord_src = 0
font_antialias = 0
font_bold = 11
font_default = 14
font_header = 24
font_italian = 11
font_monospaced = 11
font_static = 11
fov_horizontal = 60
fps_limit = 30
fps_limit_background = 15
fps_limit_enabled = true
game_client_thread_priority = 2
glsl_enabled = 2
gui_opacity = 3
gui_skin = 0
has_read_eula = true
hide_inactive_friends = false
hide_menu_examine = false
hide_menu_no_target = false
hide_menu_spam_mode = true
hide_menu_stop = false
high_res_binoculars = false
hint_texture_scaling = 1
impColumn = true
inverse_mouse = false
irc_log_rotation = 3
irc_notif = 0
item_creature_render_distance = 2
key_bindings_source = 0
keyboard_layout = 0
loadInventoryStartup = false
local_list_in_event = true
log_extra_errors = false
log_gl_errors = false
mark_text_read = true
material_as_suffix = true
max_texture_size = 2
mega_texture_size = 4
model_loader_thread_priority = 1
model_loading_threads = 0
multidraw_enabled = 2
no_brightness = false
no_terrain_render = false
no_world_render = false
non_power_of_two = 2
occlusion_queries_enabled = 2
offscreen_texture_size = 0
other_log_rotation = 3
outline_picking = true
pbuffer_enabled = true
player_guest = false
player_texture_size = 2
reflection_texture_size = 0
reflections = 0
release_context = false
release_context_on_jogl_sleep = false
remember_password = true
render_distant_terrain = true
render_glow = false
render_sun_glare = false
resident_models = false
save_skills_on_quit = true
screenshot_file_format = 1
season_override = 0
setting_timestamps = true
settings_version = 3
shadow_level = 0
shift_drag_default = 10
showKChat = true
silent_friends_update = false
skillgain_minimum = 5
skillgain_no_alignment = false
skillgain_no_favor = false
skydetail = 0
sound_al_gain = 1
sound_buzzlevel = 0
sound_cache_enabled = true
sound_doppler_enabled = false
sound_engine = 1
sound_footstepslevel = 2
sound_play_ambients = false
sound_play_buzz = false
sound_play_combat = true
sound_play_door = false
sound_play_emotes = false
sound_play_footsteps = false
sound_play_music = false
sound_play_weather = false
sound_play_work = true
stipple_enabled = true
structure_render_distance = 2
submit_client_data = 2
terrain_bump = false
terrain_res = 0
test_attach_equipment = false
test_mode = 0
tile_transitions = false
tiledecorations = 1
togglePushToTalk = true
treelist_outline = true
trees = 2
update_optional = true
use_alpha_particles = true
use_anisotropic_filtering = 0
use_antialiasing = 0
use_color_picking = false
use_fast_clock_work_around = true
use_fbo_color_picking = true
use_fbo_reflections = true
use_nagles_algorithm = false
use_nano_timer = false
use_non_alpha_particles = false
use_phobia_models = false
use_tree_models = true
use_weather_particles = false
vbo_enabled = 2
viewport_bob = true
water_detail = 0

Setting up dotXSI Model Loader
Setting up Collada Model Loader
Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt
Translating legacy key ENTER to RETURN
Translating legacy key PAGE_UP to PRIOR
Translating legacy key PAGE_DOWN to NEXT
Word filter loaded: 23
>>> Launch queue entry exiting.
Using LWJGL display 1024:600:0:0 (false)

Loaded vertex shader shader.white.vertex
Loaded pixel shader shader.white.fragment
Loaded program program.white
Loaded material material.mesh.default
Loaded vertex shader shader.skin_tex0.vertex
Loaded pixel shader shader.tex0.fragment
Loaded program program.skin_tex0
Loaded material material.mesh.skin
Launching dotXSI Model Loader threads
Launching Collada Model Loader threads
Setting up Sonar Sound Engine

=== OpenGL information ===
LWJGL version: 2.9.0
Adapter info: aticfx64 (null)
OpenGL vendor: ATI Technologies Inc.
OpenGL renderer: AMD Radeon HD 6300 series Graphics
OpenGL version: 4.2.11764 Compatibility Profile Context
OpenGL extensions:
GL_AMDX_debug_output
GL_AMDX_vertex_shader_tessellator
GL_AMD_conservative_depth
GL_AMD_debug_output
GL_AMD_depth_clamp_separate
GL_AMD_draw_buffers_blend
GL_AMD_multi_draw_indirect
GL_AMD_name_gen_delete
GL_AMD_performance_monitor
GL_AMD_pinned_memory
GL_AMD_query_buffer_object
GL_AMD_sample_positions
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_stencil_export
GL_AMD_shader_trace
GL_AMD_texture_cube_map_array
GL_AMD_texture_texture4
GL_AMD_transform_feedback3_lines_triangles
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_tessellator
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_color_buffer_float
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_provoking_vertex
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_stencil_export
GL_ARB_shader_subroutine
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
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_float
GL_ARB_texture_gather
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_snorm
GL_ARB_texture_storage
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
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_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_meminfo
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
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_copy_buffer
GL_EXT_copy_texture
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_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_histogram
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_bptc
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_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
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_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_explicit_multisample
GL_NV_float_buffer
GL_NV_half_float
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_swap_control

GLSL version: 4.20
Server response: Invalid request.
Starting workaround for fast running clocks
Using LWJGL timer.
Initialized mouse with 5 buttons.
Startup Phase - Setting up..
Initializing font texture for SansSerif (14). Texture Size: 512
Initializing font texture for SansSerif (14, italic). Texture Size: 128
Loading window positions from C:\Users\USERNAME\wurm\players\chiqa\windows_1024x600.txt
Loading props file C:\Users\USERNAME\wurm\players\chiqa\windows_1024x600.txt
Gui initialized
Startup Phase - Preparing terrain
Loaded vertex shader shader.water.vertex
Loaded pixel shader shader.water.fragment
Loaded program program.water
Startup Phase - Connecting ..
Disabling Nagles
Writing to C:\Users\USERNAME\wurm\players\chiqa\logs\_Event.2013-05-31.txt
Disabling Nagles
Writing to C:\Users\USERNAME\wurm\players\chiqa\logs\Alliance.2013-05-31.txt
Login successful
Executing C:\Users\USERNAME\wurm\configs\default\autorun.txt
Starting update of login splash image...
Writing to C:\Users\USERNAME\wurm\players\chiqa\logs\_Friends.2013-05-31.txt
Finished loading new login splash image!
Initializing font texture for SansSerif (11). Texture Size: 128
Writing to C:\Users\USERNAME\wurm\players\chiqa\logs\_Skills.2013-05-31.txt
Saving window positions to C:\Users\USERNAME\wurm\players\chiqa\windows_1024x600.txt
Saving props file C:\Users\USERNAME\wurm\players\chiqa\windows_1024x600.txt
Loading window positions from C:\Users\USERNAME\wurm\players\chiqa\windows_1366x705.txt
Loading props file C:\Users\USERNAME\wurm\players\chiqa\windows_1366x705.txt
Execution aborted at connection 1, iteration 5900
Exception in thread "Collada Model Loader 0" Run time 8m, local time Fri May 31 15:55:12 MDT 2013
Destroying game window
java.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.(Unknown Source)
at java.nio.ByteBuffer.allocateDirect(Unknown Source)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at org.lwjgl.BufferUtils.createFloatBuffer(BufferUtils.java:110)
at class.lL.a(SourceFile:45)
at class.hO.d(SourceFile:724)
at class.hB.b(SourceFile:472)
at class.hB.b(SourceFile:107)
at class.hB.a(SourceFile:89)
at class.hl.run(SourceFile:124)
at java.lang.Thread.run(Unknown Source)
====== CLIENT CRASH ======
Unexpected crash while playing
java.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.(Unknown Source)
at java.nio.ByteBuffer.allocateDirect(Unknown Source)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at org.lwjgl.BufferUtils.createFloatBuffer(BufferUtils.java:110)
at class.lL.a(SourceFile:45)
at class.hO.a(SourceFile:762)
at class.hH.(SourceFile:189)
at class.hw.(SourceFile:26)
at class.hD.(SourceFile:143)
at class.hm.(SourceFile:85)
at class.hm.a(SourceFile:38)
at class.hf.c(SourceFile:228)
at class.hf.a(SourceFile:212)
at class.he.a(SourceFile:180)
at class.hl.b(SourceFile:149)
at com.wurmonline.client.h.e(SourceFile:317)
at com.wurmonline.client.h.run(SourceFile:1379)
at java.lang.Thread.run(Unknown Source)

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and again


 


Unexpected crash while playing The error was: <null>

 

It's possible you might figure out what's wrong from the log file below, but if you can't, post the full log on the wurm online forums, and someone else might be able to help you.

 

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Until the code optimization is done in 1.1 i don't expect to see a fix - I'm betting it's a bloat problem and optimization is probably the only fix for 32 bit operating systems.


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Is witched to 64 bit Java which matches my windows. Not a single crash since  in 3+ hours.


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For those who operates 32 bit windows and java. Switching terrain/shadow resolution to low helped a lot. I had only one crash after it even with many ppl in my local.

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I having the same problem. I don't know how to post the log for some reason right click doesn't work. :( I have the latest update version of Java 6 had a problem with Java 7 not working. My computer is x32 could someone explain how to fix this in less technical terms. Java works my computer really hard pushing it to 1,500,000 private bits(not sure what those are) and then crashes around that point. It acts up around 1,300,000 and use to do less than that before the last few updates. Moving slow only slows it down but it gets there eventually. I have everything on the lowest settings possible. I try to make sure I don't have other programs running. This game is starting to be unplayable and its starting to overheat my computer.


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I've been doing some more experimenting with this.  Here are some of my observations:

  1. These crashes are being triggered by failure to allocate direct buffers outside the heap.  More specifically, this type of OutOfMemoryError seems to occur when a direct buffer allocation would require allocating beyond the process memory limit, but would not exceed the maximum direct buffer memory size.  Under 32-bit virtual machines, the process memory limit is typically about 2 GB.
  2. All the direct buffer allocations triggering these crashes seem to be using methods in the BufferUtils class of LWJGL to allocate buffers, though the same type of OutOfMemoryError can be triggered by calling the allocateDirect( int ) method of the ByteBuffer class (which the aforementioned methods in BufferUtils call) directly.
  3. The larger the maximum heap size, the less memory can be allocated to direct buffers without triggering this type of crash.
  4. Although the maximum heap size affects this problem as mentioned above, neither the initial heap size nor the current heap size seem to affect it.
  5. Generally, less memory can be allocated to a few large direct buffers than several smaller ones without triggering this type of crash.  This is due to memory allocated for a single direct buffer being required to be contiguous (all in one chunk).
  6. There are additional minor differences in the sums of the maximum heap size and the maximum amount of memory that can be allocated to direct buffers without triggering this, most likely due to variations in the amount of memory allocated for other uses outside the heap.
  7. If a garbage collection call (possibly certain other method calls also) is made while extremely close to the process memory limit, it can trigger a virtual machine crash due to being out of memory, producing a Java crash log.  These crash logs suggest some possible solutions, a few of which are similar to what has been mentioned already in this thread.

Due to observations 3 - 6 above, the reported memory usage of the client when the crashes occur can vary, but it should be less than the process memory limit.  As mentioned in observation 7 above, here are the possible solutions from a Java crash log:

# Possible solutions:#   Reduce memory load on the system#   Increase physical memory or swap space#   Check if swap backing store is full#   Use 64 bit Java on a 64 bit OS#   Decrease Java heap size (-Xmx/-Xms)#   Decrease number of Java threads#   Decrease Java thread stack sizes (-Xss)#   Set larger code cache with -XX:ReservedCodeCacheSize=

Using a 64-bit version of Java on a 64-bit operating system has been suggested repeatedly, as has trying lowering settings to reduce memory usage, and I've suggested that reducing the heap size may help those using 32-bit versions of Java in my previous posts in this thread.  I'm doubtful about the other possible solutions there helping much in this situation, though.

At this point, I believe that there is a memory leak involving direct buffers.  It may be affected by client settings.  Here are my thoughts and recommendations:

Players on 64-bit Operating Systems

Ensure that you are running the Wurm Online client using a 64-bit version of Java.  If you then get OutOfMemoryErrors complaining about direct buffer memory, you can increase the memory available for direct buffers as I explained in this thread:

http://forum.wurmonline.com/index.php?/topic/81882-javalangoutofmemoryerror-direct-buffer-memory/?p=817256

If you still encounter crashes from running out of direct buffer memory with 1600 MB of memory for direct buffers, lower client settings to try to reduce memory usage.

Players on 32-bit Operating Systems

You can probably reduce this problem's frequency by adjusting the maximum heap size and the maximum direct buffer memory size.  If you encounter this type of OutOfMemoryError (with a null error message, triggered by failing to allocate direct buffers), reduce the sum of the maximum heap size and maximum direct buffer memory size, preferably by reducing the maximum heap size.  If you get OutOfMemoryErrors complaining about direct buffer memory, increase the memory available for direct buffers.  If you get OutOfMemoryErrors complaining about Java heap space, increase the maximum heap size.  It will take a while to get the balance of memory right.  If the maximum direct buffer memory size is not specified explicitly, it is most likely (but not necessarily, depending on the Java virtual machine) the same as the maximum heap size.

If you can't seem to get the memory balanced just right to avoid the crashes entirely, at least get it to a point where the only OutOfMemoryErrors you are encountering are due to running out of direct buffer memory, and then lower client settings to try to reduce memory usage.

Lowering Settings to Reduce Memory Usage

While I don't know the details on how exactly direct buffers are used in the Wurm Online client, I do know that they're typically used for file I/O for improved performance and are used by LWJGL.  I would guess that it's likely they're used for models, textures, animations, and/or sound, and they could possibly be used for other things as well.  It stands to reason that less data would tend to be needed by the client for rendering less things around you, so reducing rendering distances could reduce memory usage.  Also, shadows and reflections can make significant differences in memory usage.  With that in mind, here are my recommendations to reduce memory usage:

Try disabling sound, shadows, reflections, and animations and reducing texture sizes/resolutions and rendering distances to their minimums.  You can later try turning the settings back up individually (so you can observe whether each change causes the crashes to return) to make things seem nicer if you get the crashing to stop.
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