actiasluna Lv 1
First ever with BandFuze I think.
Scriptlog, mac crashlog and log.txt attached.
First ever with BandFuze I think.
Scriptlog, mac crashlog and log.txt attached.
Second crash, different client, usually stable script running at the time.
(Again, as I get a higher score this starts happening.)
I looked at the Mac crash logs here, at the thread that crashed, to see if I could see anything. They both apparently crashed during something called dssp StrandPairing (a Rosetta thing). I looked at all of actiasluna's Mac crash logs back to October. Not every single one, but in most of them the thread that crashed was doing dssp StrandPairing at the time. StrandPairing seems to happen more or less simultaneously in Thread 4 and Thread 10, and it's almost always one of those that crashes, with StrandPairing in the trace for both threads at the time of the crash. I'm going to go out on a limb and say that module has a problem.
latest crash on closing cuts
No idea if log.txt will help but it is attached.
And yes, "game_dynamic" is of course still showing up where foldit should be… just in case it's helpful.
…and here I am making sure that your developers have plenty of logs to read when back from holiday break… that's the kind of gal I am. You're welcome. :0)
Thanks Susume… I was hoping there would be a pattern emerging and looks like you might've found it! I am optimistic that maybe your more expert eye has landed on a real root cause! (I noticed the thread 4 and 10 recurring but did not know if/why it was significant.)
Latest crash
Latest crash, BandFuze I think.
Nope it was DRemixW
…and, again. Last crash thread 4, this one thread 10.
This one on BandFuze, which makes it "rare" (second time, ever, if I am correct)
Recipe in use (or platform, or other user variable) may not matter, if it's to do with thread 4 or 10 … right?
Some more notes for the amusement of the developers…
Most of the crashes I get happen after the puzzle has processed for quite some time and the solution is "refined" … which if I were to use logic would mean that every iterative move could be making small errors that as the puzzle is worked longer, get worse, slow things down, and eventually crash or hang. (since one of the symptoms with mine is that eventually the machine locks up with a total finder freeze requiring a hard reboot). Running diagnostics afterward also shows no problems (sometimes a directory rebuild, but that's pretty normal, is needed). And the game seems to slowly become unable to find what it's looking for… which I think is what causes the slow freezeup).