Spring UserReport 2025.04.10 Crash Analysis And Troubleshooting
Introduction
Hey guys! We've got a crash report from April 10, 2025, where the Spring engine crashed with code 0. This is a deep dive into the log file to figure out what went wrong. Let's get into it and see if we can figure out the root cause. We will go through the log file step by step and break down each section to understand what was happening before the crash. Understanding crash reports and game engine failures are crucial for developers and players alike. This article aims to provide a comprehensive analysis of a specific crash, offering insights into potential causes and troubleshooting steps. Our analysis of the Spring crash will cover various aspects, including file access issues, user configurations, system specifications, and network communications. By meticulously examining the log file, we can identify patterns and anomalies that may have contributed to the crash. This process involves understanding the engine's initialization sequence, resource loading procedures, and interactions with external systems. Ultimately, this analysis not only helps in resolving the immediate issue but also contributes to the overall stability and reliability of the Spring engine. Let's dive into the specifics of the crash report and dissect the information it provides. Each component of the log, from file access warnings to system configurations, offers a piece of the puzzle. Our goal is to fit these pieces together and gain a clear understanding of the events leading up to the crash. This will involve careful consideration of the timestamps, error messages, and system states recorded in the log. By paying close attention to these details, we can develop a more informed perspective on the crash and its potential causes. This investigation is also an opportunity to enhance our understanding of game engine architecture and debugging processes.
Log Analysis
Initial Setup and Configuration
The log begins by showing the engine setting up its directories and configuration files. The engine is using "C:\Users\19nov2020\Downloads" as the writable data directory. It's also using "C:\Users\19nov2020\Downloads_springsettings.cfg" for configuration. This initial setup is crucial because it determines where the engine reads and writes its data, including settings, logs, and temporary files. A misconfigured or inaccessible data directory can lead to various issues, including crashes. The use of a writable configuration source is also noteworthy. This configuration file contains various settings that dictate how the engine behaves, from graphics options to network parameters. Incorrect settings can sometimes cause unexpected behavior, so it's essential to examine these configurations during troubleshooting. Additionally, the engine logs the initialization of different components, such as the LogOutput, which is responsible for writing log messages to a file. This is a critical process for debugging because logs provide a record of events that occurred before a crash. Any issues during this stage, such as a failure to initialize the log output, can hinder the ability to diagnose problems. Thus, this initial phase of the log provides a foundation for understanding the engine's setup and identifying potential issues related to directories, configurations, and logging mechanisms. We need to pay close attention to any warnings or errors that appear during this stage, as they can often point to the root cause of a crash. Now, let's move on to the next part of the log to see what else we can uncover about the system's state and potential issues.
[t=00:00:00.000000] [DataDirLocater::FindWriteableDataDir] using writeable data-directory "C:\Users\19nov2020\Downloads\"
[t=00:00:00.000060] Using writeable configuration source: "C:\Users\19nov2020\Downloads\_springsettings.cfg"
File Access Warning
Next up, we see a warning about accessing infolog.txt
: "Warning: [FSA::GetFileModificationTime] error 'Процесс не может получить доступ к файлу, так как этот файл занят другим процессом.' getting last modification time of file 'C:\Users\19nov2020\Downloads\infolog.txt'". This warning indicates that another process might be using the log file, preventing the engine from accessing it. File access issues can be critical, especially when dealing with log files. If the engine can't access the log file, it might not be able to write important information, making debugging harder. This is a classic case of a file locking issue, where one process has exclusive access to a file, preventing others from using it. In the context of a game engine, this can be particularly problematic. For instance, if the logging mechanism is unable to write to the file, crucial debugging information might be lost, making it harder to diagnose crashes or other issues. The error message, translated from Russian, states that another process is currently accessing the file. This could be another instance of the game, a background application, or even an antivirus program. Identifying the process that is locking the file is a critical step in resolving the issue. It's also essential to consider why the file is being accessed concurrently. This could point to a synchronization issue within the engine or an external process interfering with the game's operation. Therefore, this warning highlights the importance of file access management in game engines. Proper handling of file locks and error conditions is crucial to ensure the stability and reliability of the application. Now, let's move forward and see what other information the log provides, especially anything related to the configuration or system setup that might be contributing to the issue.
[t=00:00:00.012680] Warning: [FSA::GetFileModificationTime] error 'Процесс не может получить доступ к файлу, так как этот файл занят другим процессом.
' getting last modification time of file 'C:\Users\19nov2020\Downloads\infolog.txt'
Failed rotating the log file
Log Sections and User Configuration
The log then lists the enabled log sections and user configurations. This part shows which engine components are actively logging information and the user-specific settings applied during the session. Log sections are specific areas of the engine that can be independently configured to output log messages. This allows developers to focus on particular subsystems when debugging. Understanding log sections helps in narrowing down the scope of investigation. Enabled sections like "Sound (Notice)" and "VFS (Info)" indicate that messages related to sound and virtual file system activities are being logged. This can be useful if the crash is related to audio playback or file loading. The user configuration section provides a snapshot of the game's settings at the time of the crash. These settings can significantly impact the game's behavior and performance. For example, settings related to graphics (e.g., BumpWaterDepthBits
, Shadows
), camera (CamFreeScrollSpeed
, CamMode
), and networking (LinkIncomingMaxPacketRate
, LinkOutgoingBandwidth
) can all play a role in stability. It's worth noting that some settings, like VSync
(Vertical Synchronization) and Water
, are turned off. This might be a deliberate choice by the user, but it's also possible that these settings are disabled due to compatibility issues or performance concerns. Examining these settings can sometimes reveal clues about the user's environment and any potential conflicts. Additionally, settings related to resource management, such as MaxParticles
and MaxSounds
, can indicate how the game is using system resources. If these values are set too high, it could lead to performance issues or even crashes. Thus, this section of the log provides a wealth of information about the engine's logging behavior and the user's configuration, both of which are essential for troubleshooting. Let's proceed to the next section to examine the system specifications and further details about the environment in which the game was running.
[t=00:00:00.013293] LogOutput initialized. Logging to C:\Users\19nov2020\Downloads\infolog.txt
[t=00:00:00.013325] ============== <Log Sections ([A]vailable, [E]nabled)> ==============
...
[t=00:00:00.013953] ============== </User Config> ==============
User System Information
Moving on, the log provides detailed user system information, including the Spring Engine version (2025.04.10), build environment, compiler version, operating system (Windows 10), and hardware configuration (Intel Core i5-8400, 16GB RAM, AMD Radeon RX 9060 XT). This section is crucial for understanding the environment in which the crash occurred. The Spring Engine version is a primary piece of information. Knowing the specific version helps in identifying known issues and applying relevant patches or fixes. Different versions of a game engine may have varying levels of stability and compatibility, so this is an essential detail. The build environment and compiler version provide insight into how the engine was built. This can be useful for developers who need to reproduce the issue in a similar environment. The operating system is another key piece of information. Windows 10 is a widely used platform, but specific builds and updates can introduce compatibility issues. Knowing the exact build number (19045) helps in pinpointing potential OS-related problems. The hardware configuration is vital for assessing whether the system meets the game's requirements. The Intel Core i5-8400 CPU and 16GB of RAM suggest a capable system, but the AMD Radeon RX 9060 XT is of particular interest. This GPU's specifications and drivers can significantly impact the game's performance and stability. It's important to check for driver updates and known compatibility issues with the game engine. The log also notes the binary word size (64-bit) and physical/logical CPU cores, which can be relevant for multithreading and performance considerations. Additionally, information about the process clock and FPU (Floating Point Unit) initialization can provide clues about low-level system behavior. In summary, this user system information section offers a comprehensive overview of the environment in which the crash occurred. It's a critical resource for identifying potential hardware conflicts, driver issues, and OS-related problems. Let's continue to the next section to see how the engine initializes and interacts with the graphics system.
[t=00:00:00.013967] ============== <User System> ==============
...
[t=00:00:00.014160] ============== </User System> ==============
Graphics Initialization
The log then moves into graphics initialization, detailing the video modes, OpenGL version, and GPU information. This section is critical for identifying graphics-related issues, which are common causes of game crashes. The engine first checks the available video modes and selects the appropriate one. The current desktop resolution is 1920x1080 at 144Hz, which is a standard high-refresh-rate configuration. This indicates that the user is likely using a gaming monitor. If the engine fails to initialize the graphics system with the desired settings, it can lead to crashes or rendering problems. The log also lists various supported video modes, showing the flexibility of the engine in adapting to different display configurations. The details about the OpenGL version are crucial. OpenGL is the graphics API used by the engine, and compatibility issues between the engine and the OpenGL drivers can cause crashes. The log indicates that OpenGL version 4.6.0 is being used, which is a relatively modern version. However, the "Compatibility Profile Context" suggests that the engine is using older features, which might be relevant for troubleshooting compatibility issues. The log also provides valuable information about the GPU: an AMD Radeon RX 9060 XT. This confirms the user's graphics hardware and allows for checking driver versions and known issues. The log lists the GPU memory as 22841MB, which is a substantial amount, suggesting a high-end graphics card. The vendor (ATI Technologies Inc.) and renderer (AMD Radeon RX 9060 XT) details can be used to look up specific driver versions and compatibility reports. The support for various OpenGL features, such as GLSL shaders, FBO extension, and texture clamping, is also logged. These features are essential for modern game rendering, and any missing or misconfigured features can cause crashes. For instance, the presence of S3TC/DXT1 texture support indicates that the engine can handle compressed textures, which is crucial for performance. In summary, this graphics initialization section provides a comprehensive overview of the engine's interaction with the graphics system. It's essential for identifying issues related to video modes, OpenGL drivers, GPU compatibility, and rendering features. Now, let's proceed to the next part of the log to see how the engine handles other system resources and file loading.
[t=00:00:00.018969] [GL::CheckAvailableVideoModes] desktop={1920x1080x24bpp@144Hz} current={1920x1080x24bpp@144Hz}
...
[t=00:00:00.401580] [GR::ToggleGLDebugOutput] OpenGL debug-message callback disabled
Font and VFS Initialization
The log proceeds to font and VFS (Virtual File System) initialization. These are critical components for rendering text and managing game assets, respectively. Issues in these areas can lead to crashes or other unexpected behavior. The font initialization section shows that the engine is using Fontconfig for font management. Fontconfig is a library that handles font discovery and configuration, allowing the engine to use various fonts for text rendering. The log indicates that Fontconfig is using a cache directory at "C:/Users/19nov2020/Downloads/fontcache". This cache helps speed up font loading, but issues with the cache (e.g., corruption, permissions) can sometimes cause problems. The VFS initialization is a crucial step, as it sets up the engine's file access system. The VFS abstracts the underlying file system, allowing the engine to load resources from different sources (e.g., archives, directories) in a uniform way. The log shows that the engine is running in Isolation Mode, which likely means it's restricting file access to specific directories. This can be a security measure or a way to ensure consistent behavior across different systems. The engine identifies the writable data directory as "C:\Users\19nov2020\Downloads" and a read-only data directory as "C:\Users\19nov2020\Downloads\engine\win64\2025.04.10". These paths are essential for understanding where the engine is loading its resources from. The scanning of these directories indicates that the engine is looking for maps, games, and packages. Any errors during this scanning process (e.g., file not found, corrupted archive) can lead to crashes. The log also mentions the addition of an archive named "Spring content v1" to the VFS. Archives are compressed files that contain game assets, and loading them correctly is vital for the engine's operation. In summary, the font and VFS initialization section provides insights into how the engine manages text rendering and file access. Issues in these areas can manifest as crashes, missing assets, or incorrect text display. Let's continue to the next section to examine threading and sound system initialization.
[t=00:00:00.489977] [TexMemPool::Resize] poolSize=536870912u allocSize=0u texCount=0u
...
[t=00:00:00.659585] [WatchDog::DeregisterThread] deregistering controls for thread [vfsi]
Threading and Sound System Initialization
This part of the log covers threading and sound system initialization, which are vital for the game's performance and audio output. Problems in these areas can lead to crashes, audio glitches, or performance issues. The threading section provides details about CPU affinity and thread pool setup. CPU affinity refers to binding threads to specific CPU cores, which can improve performance by reducing context switching. The log shows the detection of CPU Affinity Mask Details, including Performance Core Mask and Efficiency Core Mask. This indicates that the engine is attempting to optimize thread scheduling based on the CPU's architecture. The engine sets the preferred performance cache mask and initializes a thread pool with a specific number of worker threads. This thread pool is used for parallel processing, which is crucial for handling multiple tasks simultaneously. Any issues with thread creation, scheduling, or synchronization can lead to crashes or deadlocks. The sound system initialization section shows the engine's attempt to initialize the audio system. It spawns a sound thread and configures OpenAL, a cross-platform audio API. The log reveals that the engine is using SDL audio to handle hardware audio, which is a common approach for compatibility. The engine enumerates audio devices and opens a loopback device, which allows for audio playback and capture. The OpenAL API Info provides details about the OpenAL implementation, including the vendor, version, and supported extensions. The log also lists the available audio devices, which can be useful for troubleshooting audio-related issues. If the engine fails to initialize the sound system correctly, it can result in crashes or missing audio. In summary, the threading and sound system initialization section offers insights into the engine's parallel processing capabilities and audio handling. Issues in these areas can cause a variety of problems, from crashes to audio glitches. Let's proceed to the next section to examine game loading and networking information.
[t=00:00:00.663198] CPU Affinity Mask Details detected:
...
[t=00:00:00.772257][f=-000001] [~ScopedOnceTimer][ISound::Init::Dev] 106ms
Game Loading and Networking
Now, let's dive into the game loading and networking aspects of the log. This section is crucial for understanding how the game connects to a server, loads resources, and initializes the game environment. Any issues here can lead to crashes, connection problems, or game initialization failures. The log starts with information from the PR-Downloader, a tool used for downloading game assets. It shows the libcurl version and SSL configuration, which are important for secure network communication. The log also indicates that the filesystem-writepath is set to "C:\Users\19nov2020\Downloads", which is consistent with earlier logs. Next, the engine loads the StartScript from "C:\Users\19nov2020\Downloads_script.txt". This script likely contains commands or settings that are executed at the start of the game. The networking initialization shows the engine attempting to connect to a server with IP address 149.56.22.68 on port 8483, using the name "Piston". This is a critical step for online games, and any connectivity issues can prevent the game from starting. The log also shows the engine loading map and game archives, such as "ZeroWars Rebalance v2.1.9.005" and "Zero-K v1.13.6.4". These archives contain the game's assets, and loading them correctly is essential. A warning message appears: "Archive ZeroWars Rebalance v2.1.9.005 (checksum e8fabb5aad00f0c59f00b1122357f84f001f4c3cccf1450d9575ce0c1cc3c3a5a7917404b568ebba4d16bce37a9cfd4790a0ace0245c21c8003cb40447d5f6c0) differs from the host's copy". This is a significant issue, as it indicates a checksum mismatch between the client's and server's map files. Checksum mismatches can be caused by corrupted downloads, outdated files, or different versions of the game. This warning suggests a potential cause for the crash, as the game might be trying to load incompatible assets. A similar warning appears for another archive, further emphasizing the issue of mismatched files. In summary, this game loading and networking section highlights the engine's connection process, resource loading, and crucial checksum verification. The checksum mismatch warnings are particularly concerning and point to a potential cause for the crash. Let's continue to the next section to see how the game initializes its Lua scripts and UI.
[t=00:00:00.773713][f=-000001] [StartScript] Loading StartScript from: C:\Users\19nov2020\Downloads\_script.txt
...
[t=00:00:01.060667][f=-000001] Warning: [PreGame::GameDataReceived] Archive 8a56d8f2649b15c72b42400a6c198a9f.sdp (checksum 89c11096ebb106c41ffc9f7efb8fe85066d8b58c37049c282ce1a637fcf2ce7b51a315d2aaa42e500f9069f91df2aa554b563617bd07f54db6745fc6bf101187) differs from the host's copy (checksum 10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000).
Lua Script and UI Loading
The log proceeds to detail the loading of Lua scripts and the user interface (UI), which are integral parts of the game's logic and player interaction. Problems in these areas can lead to crashes, UI glitches, or gameplay issues. The engine loads various Lua widgets, which are UI elements or scripts that control different aspects of the game. Examples include "SSAO", "CustomFormations2", and "Sun and Atmosphere Handler". Lua is a scripting language commonly used in game development for its flexibility and ease of use. Loading these widgets indicates that the engine is initializing the game's UI and gameplay logic. Any errors during this process can cause the game to crash or malfunction. The log mentions the loading of widgets related to graphics (e.g., "SSAO", "Sun and Atmosphere Handler"), command handling ("CustomFormations2"), and UI elements ("Chili Integral Menu"). This gives a sense of the complexity and modularity of the game's UI system. The log also shows messages related to Lua garbage collection, which is the process of freeing up memory used by Lua scripts. Efficient garbage collection is crucial for preventing memory leaks and ensuring smooth performance. The engine sets a garbage collection rate, indicating its attempt to manage memory usage. Additionally, the log indicates that the engine is writing last game win data, which suggests it's saving player progress or statistics. This operation involves file I/O, and any errors during this process can lead to data loss or crashes. The LuaUI version is also logged, providing information about the specific UI framework being used. After the UI is loaded, the log shows that the game is loading additional data, including unit scripts. Warnings about redundant `include