Defold game crash with RivaTuner (SOLVED)

Describe the bug (REQUIRED)
When building the game inside of the editor the game will crash when RivaTuner is enabled, bundling the game and running it then however doesn’t

To Reproduce (REQUIRED)

  1. Turn on RivaTuner
  2. Build any game in defold
  3. Crash

Expected behaviour (REQUIRED)
The game would continue running normally

Defold version (REQUIRED):

  • Version 1.2.192 (newest version)

Platforms (REQUIRED):

  • Platforms: Windows
  • OS: Windows 10 Pro

Logs (OPTIONAL):
_crash.txt (50.0 KB)
stuff in the console.txt (2.0 KB)

Screenshots (OPTIONAL):

I haven’t heard of RivaTuner before. I assume this is it?

The crash contains the following (parsed with Defold Crash Inspector):

{
	"version": 2,
	"struct_size": 51144,
	"engine_version": "1.2.192",
	"engine_hash": "84a9c89dfd5a2c3818c01e7c6777169272d9390b",
	"device_model": "",
	"manufacturer": "",
	"system_name": "Windows",
	"system_version": "6.2",
	"language": "en",
	"device_language": "en",
	"territory": "GB",
	"android_build_fingerprint": "",
	"userdata": [
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	],
	"modulename": [
		"C:\\Users\\janne\\AppData\\Local\\Defold\\unpack\\12cd9306bcb9d37dcc5c",
		"C:\\Windows\\SYSTEM32\\ntdll.dll",
		"C:\\Windows\\System32\\KERNEL32.DLL",
		"C:\\Windows\\System32\\KERNELBASE.dll",
		"C:\\Windows\\System32\\USER32.dll",
		"C:\\Windows\\System32\\win32u.dll",
		"C:\\Windows\\System32\\GDI32.dll",
		"C:\\Windows\\SYSTEM32\\GLU32.dll",
		"C:\\Windows\\System32\\gdi32full.dll",
		"C:\\Windows\\SYSTEM32\\OPENGL32.dll",
		"C:\\Windows\\System32\\msvcrt.dll",
		"C:\\Windows\\System32\\msvcp_win.dll",
		"C:\\Windows\\System32\\ADVAPI32.dll",
		"C:\\Windows\\System32\\ucrtbase.dll",
		"C:\\Windows\\System32\\sechost.dll",
		"C:\\Windows\\System32\\SHELL32.dll",
		"C:\\Windows\\System32\\RPCRT4.dll",
		"C:\\Windows\\System32\\PSAPI.DLL",
		"C:\\Windows\\System32\\combase.dll",
		"C:\\Windows\\System32\\WS2_32.dll",
		"C:\\Windows\\SYSTEM32\\XINPUT9_1_0.dll",
		"C:\\Windows\\SYSTEM32\\dbghelp.dll",
		"C:\\Windows\\SYSTEM32\\IPHLPAPI.DLL",
		"C:\\Users\\janne\\AppData\\Local\\Defold\\unpack\\12cd9306bcb9d37dcc5c",
		"C:\\Windows\\SYSTEM32\\dbgcore.DLL",
		"C:\\Windows\\SYSTEM32\\WINMM.dll",
		"C:\\Windows\\System32\\IMM32.DLL",
		"C:\\Windows\\SYSTEM32\\windows.storage.dll",
		"C:\\Windows\\SYSTEM32\\Wldp.dll",
		"C:\\Windows\\System32\\SHCORE.dll",
		"C:\\Windows\\System32\\shlwapi.dll",
		"C:\\Windows\\SYSTEM32\\profapi.dll",
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	],
	"moduleaddr": [
		"0x7ff660130000",
		"0x7ffcdc8d0000",
		"0x7ffcdbc60000",
		"0x7ffcda480000",
		"0x7ffcdba10000",
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		"0x7ffcdc5f0000",
		"0x7ffcda750000",
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		"0x7ffcdb840000",
		"0x7ffcdbbe0000",
		"0x7ffcdbd80000",
		"0x7ffcdc0e0000",
		"0x7ffcd36a0000",
		"0x7ffcc7930000",
		"0x7ffcd9450000",
		"0x10000000",
		"0x7ffcc20d0000",
		"0x7ffcd2450000",
		"0x7ffcda930000",
		"0x7ffcd8120000",
		"0x7ffcd9a50000",
		"0x7ffcdc150000",
		"0x7ffcdbc00000",
		"0x7ffcd9f30000",
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	"signum": 0,
	"ptr_count": 13,
	"ptr": [
		"0x7ff6604d2b79",
		"0x7ff66059a2ed",
		"0x7ff66059a6a8",
		"0x7ff66053ee5e",
		"0x7ff66053f506",
		"0x7ff6604d74f3",
		"0x7ff660172b5a",
		"0x7ff6601735c7",
		"0x7ff6601736af",
		"0x7ff66016c122",
		"0x7ff660529420",
		"0x7ffcdbc77034",
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	"extra": " 0 0x7FF6604D2AC0 dmCrash::GenerateCallstack D:\\a\\defold\\defold\\engine\\crash\\src\\backtrace_win32.cpp:142\n 1 0x7FF66059A0C4 raise minkernel\\crts\\ucrt\\src\\appcrt\\misc\\signal.cpp:547\n 2 0x7FF66059A690 abort minkernel\\crts\\ucrt\\src\\appcrt\\startup\\abort.cpp:71\n 3 0x7FF66053ED10 common_assert_to_stderr<wchar_t> minkernel\\crts\\ucrt\\src\\appcrt\\startup\\assert.cpp:186\n 4 0x7FF66053F494 _wassert minkernel\\crts\\ucrt\\src\\appcrt\\startup\\assert.cpp:443\n 5 0x7FF6604D7410 dmGraphics::OpenGLFlip D:\\a\\defold\\defold\\engine\\graphics\\src\\opengl\\graphics_opengl.cpp:1293\n 6 0x7FF660172380 dmEngine::Step D:\\a\\defold\\defold\\engine\\engine\\src\\engine.cpp:1645\n 7 0x7FF6601735B0 dmEngineUpdate D:\\a\\defold\\defold\\engine\\engine\\src\\engine.cpp:1996\n 8 0x7FF660173650 dmEngine::RunLoop D:\\a\\defold\\defold\\engine\\engine\\src\\engine_loop.cpp:69\n 9 0x7FF66016C0C0 engine_main D:\\a\\defold\\defold\\engine\\engine\\src\\engine_main.cpp:146\n10 0x7FF660529314 __scrt_common_main_seh d:\\agent\\_work\\4\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\n11 0x7FFCDBC77020 BaseThreadInitThunk <unknown>:0\n12 0x7FFCDC922630 RtlUserThreadStart <unknown>:0\n"
}

The interesting part is the stacktrace (also shared in the console log):

 0 0x7FF6604D2AC0 dmCrash::GenerateCallstack D:\a\defold\defold\engine\crash\src\backtrace_win32.cpp:142
 1 0x7FF66059A0C4 raise minkernel\crts\ucrt\src\appcrt\misc\signal.cpp:547
 2 0x7FF66059A690 abort minkernel\crts\ucrt\src\appcrt\startup\abort.cpp:71
 3 0x7FF66053ED10 common_assert_to_stderr<wchar_t> minkernel\crts\ucrt\src\appcrt\startup\assert.cpp:186
 4 0x7FF66053F494 _wassert minkernel\crts\ucrt\src\appcrt\startup\assert.cpp:443
 5 0x7FF6604D7410 dmGraphics::OpenGLFlip D:\a\defold\defold\engine\graphics\src\opengl\graphics_opengl.cpp:1293
 6 0x7FF660172380 dmEngine::Step D:\a\defold\defold\engine\engine\src\engine.cpp:1645
 7 0x7FF6601735B0 dmEngineUpdate D:\a\defold\defold\engine\engine\src\engine.cpp:1996
 8 0x7FF660173650 dmEngine::RunLoop D:\a\defold\defold\engine\engine\src\engine_loop.cpp:69
 9 0x7FF66016C0C0 engine_main D:\a\defold\defold\engine\engine\src\engine_main.cpp:146
10 0x7FF660529314 __scrt_common_main_seh d:\agent\_work\4\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288
11 0x7FFCDBC77020 BaseThreadInitThunk <unknown>:0
12 0x7FFCDC922630 RtlUserThreadStart <unknown>:0

So, something in dmGraphics::OpenGLFlip D:\a\defold\defold\engine\graphics\src\opengl\graphics_opengl.cpp:1293.

This should be the official page of Rivatuner: RivaTuner Statistics Server
It is usually installed together with msi Afterburner

And, what is the requirements of an OpenGL app to function with it?
It’s hard for us to foresee what other external tools require of our runtime.

The program should just keep track of the game’s framerate (and some other things like ram usage). This is the first time that something has issues with it, and I don’t really know why or how, sorry

That was mentioned once before.

Actually, RivaTuner’s overlay conflicts with some software, that’s why the authors constantly work on its stability (try to check the RivaTuner’s changelog for the word “crash”).

Could you please post about the issue on the RivaTuner’s forum?

4 Likes

Oh, didn’t knew that.
Also I’ll post it there, thanks!

2 Likes

Found out that there is a beta version which has this issue fixed on this post!

3 Likes