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PPSSPPDebug.exe freezing on closing #4803
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It must be something to do with another thread, I think. Is this with "multithreaded" on or off? -[Unknown] |
I see that one sometimes when exiting, but only in Debug mode and only when under the debugger so I've been too lazy to figure it out. |
Yep, I have the exact same problem... |
@unknownbrackets Runtime Library was set on "Multi-threaded Debug DLL (/MDd)" in all project files. I'll try again using the incremental linking this time (it might work, since the problem was related to that exe) and the directx submodule that you provided here (actually, I didn't notice it before so that's why I used my SDK shortcut for this build, I noticed that submodule only while I was writing this issue.. xD), maybe it works better. I forgot to mention that it was ignoring irregular read/writres during that build, maybe I should try again with SAO (I'll surely try to debug Kirameki once again, that game is so cursed...) Edit: @unknownbrackets |
I meant the PPSSPP settings, yeah. Must be something in the debugger, then, taking too long to shut down. -[Unknown] |
Right now I'm running another debug, for Kirameki, and it reported an error in VC++ while I was playing but I cannot find a way to save the full debug console log of PPSSPP, the console didn't freeze this time, I can select and copy the last 9999 lines (that's the limit I set in the window settings) but the PPSSPPDebug.exe window froze and it won't let me click the "Debug" dropdown menu, to save a complete log. Is there any way to force the log generation, in these situations? (or maybe is there any file in windows temp directories, where the lines prior to the last 9999 are being cached?). For now I'll save the stack trace like I did before and everything else that I can manage to save form this session, will post everything in Kirameki issue. |
No, anything beyond the last 9999 lines is gone, unless you start it with -[Unknown] |
I don't remember if I ever hit this or not. I think I fixed something a while back. Maybe. Does this still happen? -[Unknown] |
I still periodically receive crashes when exiting the debug version; it's controller related iirc. I'll see if I can reproduce.. |
I still have not seen this in a while, any idea how to reproduce? -[Unknown] |
With a bunch of recent changes and #6586, I haven't really reproduced any debug crashes lately. I think I'll close this, but if there are steps to reproduce or any more information, and it's still happening, please comment/reopen. -[Unknown] |
I've to tell you some details about this debug build, I had to turn off the incremental linking because it was causing errors, also I had DirectX SDK (June 2010) already installed so I changed the SDK shortcut folder, to use my files instead of the submodule, though I don't know if this affected the compiled files in any way.
Now about this test, I didn't run a debug build for a lot of time because VC++ 2010 Express was causing conflicts with multiple versions of cvtres.exe and I didn't know it (found the cause just today, thanks to this answer), I can run debugs once again.
This first test was smooth (tried to play Sword Art Online), the game didn't cause any kind of problem and after playing for awhile it exited correctly (back to ppsspp main menu), then I tried to close the emu simply clicking "Exit" and that is when it freezed, VC++ 2010 Express reported:
It didn't save the log but, I could save the stack trace:
http://pastebin.com/F5cexPMM
Variables:
http://imgur.com/a/dwXUH#0
Debug Output:
http://pastebin.com/KJ3eb6Ym
Everything above:
https://mega.co.nz/#F!kp8SkKyC!Rui5T3Ri46Z9vmhMFWtw-Q
This debug build was run using latest commit files (0bfe9db9ab), including latest submodules (except directx).
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