Crash when IDE player is passive

#1

My prototype crashes randomly when the IDE player is in the background. It’s probably to do with 200 sprites I’m using for pickups temporarily.

Posting here because it’s a bit of a mad error, maybe it will help turn this into a more user friendly message.

Assertion failed: (size <= Capacity()), function SetSize, file /Users/runner/runners/2.169.1/work/defold/defold/tmp/dynamo_home/sdk/include/dmsdk/dlib/array.h, line 444.
INFO:CRASH: Successfully wrote Crashdump to file: /Users/niclasaberg/Library/Application Support/Defold/_crash
ERROR:CRASH: CALL STACK:

# 0 pc   0x137175fd MetadataUtilities _sigtramp+29

_crash.zip (2.3 KB)

Edit: It doesn’t seem to be sprites after all. I removed them all and the crash is still happening.

Edit: Another log: apple_log.txt (69.6 KB)

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#2

Can you share a small project where this happens?

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#3

There are so many things it could be, it would be quite time consuming to get it down to a barebones test. I think it might be the hack mentioned in this thread that caused it; using a forced collision message to update the visuals. After I removed the hack the issue hasn’t happened again.

Edit: Now it did happen again. I may need to look closer at this one after all.

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#4

Please let us know what you find out. I’d like to look into this if possible.

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#5

I haven’t been able to replicate this consistently BUT I just started working on a completely different project and the exact same error happened. The two projects couldn’t be more different; one is a physics prototype, the other one with no physics and lots of models.

Could it have something to do with a shaky connection? The WiFi has been super spotty recently and when I got this error it had just stopped working.

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#6

I don’t think so to be honest. Let us know if you manage to pinpoint it!

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#7

Aye-aye cap’n.

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#8

Since this started to get in the way of productivity, I have created a minimal example that reproduces the issue: Random Crash.zip (2.0 MB)

Three consecutive crashes:

Things to note:

  • The collection is continuously loaded/unloaded in the example. This is to produce the crash quicker - if it’s loaded/unloaded less frequently crash also happens, but it takes longer.
  • I’m using Monarch to show/hide the troublesome collection. I doubt Monarch is responsible for the crash, but since I use it in the game it made sense to keep it in there.
  • I suspect the issue lies with the tilemap, but for some reason the sprite also needs to be there to produce the crash.

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#9

Excellent. Thanks. I’ll look at this tomorrow.

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#10

Ah, this is the same issue as: Assertion Failed

@JCash will take over and investigate tomorrow.

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