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memory error waygates

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Level 17
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Aug 19, 2007
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Hi all,

When I added waygates (~40) to one of my big maps (~216 x ~216 terrain with 10 players) I get a memory fatal error after about playing ~2-3 minutes. It is when the AI want to build their structure I think. I suspect that waygates take some memory/RAM of the comp and so there is too little left for the AI, could this be possible? :cneut:

I tried deleting all the critters, fog, doodads but that did not fix it. When I removed the waygates or 'tested' the map (so only me and 1 cpu played) the memory error did not occur.

What are your thoughts? (that are relevant to this post :ogre_hurrhurr:)


==============================================================================
Warcraft III (build 6401)

Exe: c:\warcraft 3\war3.exe
Time: Aug 24, 2013 2:44:47.343 PM
User: Skynet
Computer: Skynet-Defence-System
------------------------------------------------------------------------------

This application has encountered a critical error:

FATAL ERROR!

Program: c:\warcraft 3\war3.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 001B:6F3E0D43

The instruction at '0x6F3E0D43' referenced memory at '0x0000000C'.
The memory could not be 'read'.


War3Build: 1.26.0.6401
Played Maps\Skynet\SH\(10) SH v1.3 Island Deluxe.w3x
Player 0 WorldEdit Race Undead StartLoc 3
Player 1 Bionic AI Race Human StartLoc 7
Player 2 Bionic AI Race Human StartLoc 0
Player 3 Bionic AI Race Human StartLoc 1
Player 4 Infested AI Race Orc StartLoc 8
Player 5 Infested AI Race Orc StartLoc 9
Player 6 Infested AI Race Orc StartLoc 5
Player 7 Void Predators AI Race Undead StartLoc 2
Player 8 Void Predators AI Race Undead StartLoc 4
Player 9 Void Predators AI Race Undead StartLoc 6
Player 10 <Unused> Race Human StartLoc -1
Player 11 <Unused> Race Orc StartLoc -1
------------------------------------------------------------------------------

----------------------------------------
x86 Registers
----------------------------------------

EAX=00000000 EBX=00000000 ECX=00000000 EDX=6E776774 ESI=00000003
EDI=00000003 EBP=000FCE10 ESP=000FCDB0 EIP=6F3E0D43 FLG=00010246
CS =001B DS =0023 ES =0023 SS =0023 FS =003B GS =0000


----------------------------------------
Stack Trace (Manual)
----------------------------------------

Address Frame Logical addr Module

6F3E0D43 000FCE10 0001:003DFD43 c:\warcraft 3\Game.dll

----------------------------------------
Stack Trace (Using DBGHELP.DLL)
----------------------------------------

6F3E0D43 Game.dll <unknown symbol>+0 (0x000FCE40,0x00000003,0x6F2DF420,0x000FCF9C)
6F2DF61C Game.dll <unknown symbol>+0 (0x00000000,0x00000000,0x00000000,0x00000000)


----------------------------------------
Loaded Modules
----------------------------------------

0x00350000 - 0x00359000 Normaliz.dll
0x00400000 - 0x0047D000 war3.exe
0x00480000 - 0x005B4000 urlmon.dll
0x02D60000 - 0x03025000 xpsp2res.dll
0x15000000 - 0x15061000 Storm.dll
0x21100000 - 0x2115F000 mss32.dll
0x22600000 - 0x22616000 Mssfast.m3d
0x22700000 - 0x22717000 Mssdolby.m3d
0x22C00000 - 0x22C18000 Msseax2.m3d
0x24600000 - 0x24611000 Reverb3.flt
0x26F00000 - 0x26F2A000 Mp3dec.asi
0x3D930000 - 0x3DA17000 WININET.dll
0x3DFD0000 - 0x3E1BC000 iertutil.dll
0x4D4F0000 - 0x4D549000 WINHTTP.dll
0x59A60000 - 0x59B01000 dbghelp.dll
0x5AD70000 - 0x5ADA8000 uxtheme.dll
0x5B860000 - 0x5B8B5000 netapi32.dll
0x5D090000 - 0x5D12A000 COMCTL32.dll
0x5ED00000 - 0x5EDCC000 OPENGL32.dll
0x5EF80000 - 0x5EF84000 KsUser.dll
0x60000000 - 0x6005D000 ijl15.dll
0x605D0000 - 0x605D9000 mslbui.dll
0x68000000 - 0x68036000 rsaenh.dll
0x68B20000 - 0x68B40000 GLU32.dll
0x6D990000 - 0x6D996000 d3d8thk.dll
0x6D9A0000 - 0x6DAC8000 d3d8.dll
0x6F000000 - 0x6FBB5000 Game.dll
0x71A50000 - 0x71A8F000 mswsock.dll
0x71AA0000 - 0x71AA8000 WS2HELP.dll
0x71AB0000 - 0x71AC7000 WS2_32.dll
0x71AD0000 - 0x71AD9000 WSOCK32.dll
0x71BF0000 - 0x71C03000 SAMLIB.dll
0x722B0000 - 0x722B5000 SensApi.dll
0x72D10000 - 0x72D18000 msacm32.drv
0x72D20000 - 0x72D29000 wdmaud.drv
0x73760000 - 0x737AB000 DDRAW.dll
0x73BC0000 - 0x73BC6000 DCIMAN32.dll
0x73F10000 - 0x73F6C000 DSOUND.DLL
0x74720000 - 0x7476C000 MSCTF.dll
0x755C0000 - 0x755EE000 msctfime.ime
0x75E60000 - 0x75E73000 cryptnet.dll
0x76390000 - 0x763AD000 IMM32.dll
0x763B0000 - 0x763F9000 comdlg32.dll
0x769C0000 - 0x76A74000 userenv.dll
0x76B40000 - 0x76B6D000 WINMM.dll
0x76BF0000 - 0x76BFB000 PSAPI.DLL
0x76C30000 - 0x76C5E000 WINTRUST.dll
0x76C90000 - 0x76CB8000 IMAGEHLP.dll
0x76F60000 - 0x76F8C000 WLDAP32.dll
0x76FD0000 - 0x7704F000 CLBCATQ.DLL
0x77050000 - 0x77115000 COMRes.dll
0x77120000 - 0x771AB000 OLEAUT32.dll
0x773D0000 - 0x774D3000 comctl32.dll
0x774E0000 - 0x7761E000 ole32.dll
0x77690000 - 0x776B1000 NTMARTA.DLL
0x77A80000 - 0x77B15000 CRYPT32.dll
0x77B20000 - 0x77B32000 MSASN1.dll
0x77BD0000 - 0x77BD7000 midimap.dll
0x77BE0000 - 0x77BF5000 MSACM32.dll
0x77C00000 - 0x77C08000 VERSION.dll
0x77C10000 - 0x77C68000 msvcrt.dll
0x77DD0000 - 0x77E6B000 ADVAPI32.dll
0x77E70000 - 0x77F03000 RPCRT4.dll
0x77F10000 - 0x77F59000 GDI32.dll
0x77F60000 - 0x77FD6000 SHLWAPI.dll
0x77FE0000 - 0x77FF1000 Secur32.dll
0x78130000 - 0x781CB000 MSVCR80.dll
0x7C800000 - 0x7C8F6000 kernel32.dll
0x7C900000 - 0x7C9B2000 ntdll.dll
0x7C9C0000 - 0x7D1D7000 SHELL32.dll
0x7E410000 - 0x7E4A1000 USER32.dll


----------------------------------------
Memory Dump
----------------------------------------

Code: 16 bytes starting at (EIP = 6F3E0D43)

6F3E0D43: 8B 53 0C 85 FF 0F 94 C0 33 C9 83 FF 02 0F 94 C1 .S......3.......


Stack: 1024 bytes starting at (ESP = 000FCDB0)

* = addr ** *
000FCDB0: 9C CF 0F 00 03 00 00 00 B4 80 91 09 00 00 00 00 ................
000FCDC0: 00 00 00 00 0E 01 00 00 F0 CD 0F 00 03 00 00 00 ................
000FCDD0: 00 00 00 00 00 00 80 3F 00 00 87 43 6F 20 4D 6F .......?...Co Mo
000FCDE0: E0 5D 87 6F 20 CE 0F 00 72 9F 00 6F 7C 6A 87 6F .].o ...r..o|j.o
000FCDF0: 00 00 87 43 00 00 00 00 9C CF 0F 00 20 59 7A 3C ...C........ Yz<
000FCE00: 03 00 00 00 74 67 77 6E A4 C8 32 6F 20 59 7A 3C ....tgwn..2o Yz<
000FCE10: 00 00 00 00 1C F6 2D 6F 40 CE 0F 00 03 00 00 00 ......-o@.......
000FCE20: 20 F4 2D 6F 9C CF 0F 00 88 00 3B 04 88 00 B5 02 .-o......;.....
000FCE30: CC CE 0F 00 EC 13 17 14 00 00 87 43 00 00 00 00 ...........C....
000FCE40: 00 00 64 46 00 00 4C 45 00 00 64 46 00 00 4C 45 ..dF..LE..dF..LE
000FCE50: 00 00 00 00 43 EC 47 6F 18 01 E4 09 B8 00 E4 09 ....C.Go........
000FCE60: 01 00 00 00 00 00 48 42 00 00 00 00 0C 00 00 00 ......HB........
000FCE70: 00 40 E8 44 00 40 1C 45 00 C0 34 44 00 80 BC 43 [email protected][email protected]
000FCE80: 00 00 D4 43 00 80 1D 44 00 00 00 3E 00 00 00 3E ...C...D...>...>
000FCE90: 00 80 D5 43 00 40 28 44 00 C0 1B 44 00 80 BC 43 ...C.@(D...D...C
000FCEA0: 00 C0 34 44 00 80 EE 43 00 C0 9B 42 00 80 3C 42 ..4D...C...B..<B
000FCEB0: 00 C0 B4 42 00 80 6E 42 4D 00 00 00 2F 00 00 00 ...B..nBM.../...
000FCEC0: 5B 00 00 00 3C 00 00 00 00 00 00 00 00 00 00 00 [...<...........
000FCED0: 47 FB 47 6F 50 CF 0F 00 4C CF 0F 00 00 00 FD 15 G.GoP...L.......
000FCEE0: 30 77 27 6F B8 00 E4 09 A2 75 46 6F 3C CF 0F 00 0w'o.....uFo<...
000FCEF0: 00 00 FD 15 00 00 00 00 00 00 00 00 30 77 27 6F ............0w'o
000FCF00: B8 00 E4 09 60 3B 2A 6F 3C CF 0F 00 00 00 00 00 ....`;*o<.......
000FCF10: 00 00 FD 15 00 00 00 00 00 00 00 00 30 77 27 6F ............0w'o
000FCF20: B8 00 E4 09 5C 73 71 09 00 00 00 00 33 30 30 65 ....\sq.....300e
000FCF30: DC A8 71 09 00 00 FD 15 00 00 00 00 00 00 C8 44 ..q............D
000FCF40: 00 00 00 00 01 00 00 00 00 00 00 00 00 00 91 45 ...............E
000FCF50: 00 80 65 46 33 30 30 65 DC A8 71 09 5C 73 71 09 ..eF300e..q.\sq.
000FCF60: 75 F6 2D 6F C0 00 A6 09 9C CF 0F 00 09 00 00 00 u.-o............
000FCF70: 00 00 C8 44 00 80 65 46 00 00 91 45 02 00 00 00 ...D..eF...E....
000FCF80: 1F 00 00 00 56 51 2E 6F F4 D8 93 09 FC BC 71 09 ....VQ.o......q.
000FCF90: 00 00 00 00 B4 19 A3 09 00 00 00 00 06 00 00 00 ................
000FCFA0: 03 00 00 00 00 80 CC 43 00 00 BE 42 00 00 00 00 .......C...B....
000FCFB0: 00 00 00 00 00 00 00 00 F4 D8 93 09 00 00 00 00 ................
000FCFC0: 65 00 00 00 65 00 00 00 9E 9E 9E 9E 9E 9E 9E 9E e...e...........
000FCFD0: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E ................
000FCFE0: 9E 9C 9C 9C 9C 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E ................
000FCFF0: 9E 9E 9E 9E 9E 9C 9C 9C 9C 9E 9E 9E 9E 9E 9E 9E ................
000FD000: 9E 9C 9C 9C 9C 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E ................
000FD010: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E ................
000FD020: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 00 00 00 ................
000FD030: 65 00 00 00 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E e...............
000FD040: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9C 9C 9C ................
000FD050: 9C 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E ................
000FD060: 9E 9C 9C 9C 9C 9E 9E 9E 9E 9E 9E 9E 9E 9C 9C 9C ................
000FD070: 9C 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E ................
000FD080: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E ................
000FD090: 9E 9E 9E 9E 9E 9E 9E 9E 9E 00 00 00 65 00 00 00 ............e...
000FD0A0: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E ................
000FD0B0: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9C 9C 9C 9C 9E 9E 9E ................
000FD0C0: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9C 9C 9C ................
000FD0D0: 9C 9E 9E 9E 9E 9E 9E 9E 9E 9C 9C 9C 9C 9E 9E 9E ................
000FD0E0: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E ................
000FD0F0: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E ................
000FD100: 9E 9E 9E 9E 9E 00 00 00 65 00 00 00 9E 9E 9E 9E ........e.......
000FD110: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9C 9C 9C ................
000FD120: 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C ................
000FD130: 9C 9E 9E 9E 9E 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C ................
000FD140: 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9E 9E 9E ................
000FD150: 9E 9C 9C 9C 9C 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E ................
000FD160: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E 9E ................
000FD170: 9E 00 00 00 65 00 00 00 9E 9E 9E 9E 9E 9E 9E 9E ....e...........
000FD180: 9E 9E 9E 9E 9E 9E 9E 9E 9E 9C 9C 9C 9C 9C 9C 9C ................
000FD190: 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9E 9E 9E ................
000FD1A0: 9E 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C 9C ................


------------------------------------------------------------------------------

 
Last edited:
Level 17
Joined
Aug 19, 2007
Messages
1,380
Thanks for the fast reply Malhorne,

Maybe it use the same place as the AI place :/
Otherwise trigger the waygate ;)
, the waygates are fairly close to the player bases, but I think they did not enter them yet.

Problem with triggering is that the AI will not use them intelligently I think.

What if I reduce the amount of Waygates to ~20? I will try that and add some shallow water to replace those removed waygates.
 
Level 17
Joined
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Messages
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You're welcome for the answer...
I think 20 will not lag.
But i didn't know that many waygate can take place in AI, with your problem i think we cn admit it xD

EDIT : That's true that AI won't use them if they are triggered.
, hmm I just tried 20 and it still crashed (added an error log in my first post). Maybe there needs to be a big enough range between the AI bases and Waygates.
 
Level 21
Joined
Mar 27, 2012
Messages
3,232
[K40$]-Spectre;2405056 said:
, hmm I just tried 20 and it still crashed (added an error log in my first post). Maybe there needs to be a big enough range between the AI bases and Waygates.

Are you absolutely sure that the problem is in waygates and not triggers? I've never encountered crashes from melee waygates(only from triggered versions of them, due to looping)
 
Level 17
Joined
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Messages
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Are you absolutely sure that the problem is in waygates and not triggers? I've never encountered crashes from melee waygates(only from triggered versions of them, due to looping)
, don't know exactly since I use custom AI (from AI editor) instead of melee AI. However now that I have removed the ones that are close near their bases I get no memory crash. I will now try to position the closer waygates a bit futher away and see if that still works.
 
Level 17
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Waygate close to starting points are crashing ?
, yes they trigger the crash apperently.

I have now positioned them a bit futher away from the starting locations and the problem seems to be solved I think.

anyway +rep


-edit, I stilll got a memory error but much later on. After the computers already attacked several times (/ used the waygates) so I think it is not an infinite loop, but maybe it is too heavy Waygates with 10 custom AI?? Or maybe the regions for the waygates (where the units teleport too) are too small or something like that.
 
Last edited:

Dr Super Good

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Level 64
Joined
Jan 18, 2005
Messages
27,258
I suspect that waygates take some memory/RAM of the comp and so there is too little left for the AI, could this be possible?
Completely impossible.

If it is a Out of Memory error then some infinite loop causes the game to crash by allocating structures infinitely until all allocate-able virtual memory address space is used. In modern computers this is a process size of 4GB or if the page-file is full. 64 bit OS does not change this as the Wc3 process is still only 32bit compiled.

If it is a segmentation fault (or "program tried to reference memory at X, the memory could not be read") then some logic error has occurred resulting in the program trying to manipulate memory at a page that does not support that type of manipulation. Most common is a "dereference null pointer" error which results in the game process trying to write some value to read-only program memory pages around address 0.

What could be happening is the AI tries to path to attack you using the waygates but never finds a route. It keeps going in an infinite loop between waygates searching for a path. Eventually the search becomes so complex that the process runs out of memory trying to retain the state information.

I advise turning all AI off and seeing if the crash happens. If it still happens you can rule out AI. It might also be caused by the AI building something near a waygate that should not be built (as the AI does not comply to standard interface interaction rules, such as using abilities in a spell book that players cannot open). It could also be a object editor bug, as setting some fields to certain values is known to cause fatal errors.
 
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-edit, I moved some waygates a bit futher away from some expansion spots & played for ~1/1,5 hour and got no memory crash so far (with 9 cpu players). It is probably stable now. Thanks guys!


Thanks for the comments guys, really helps;

@Dr Super Good, wow you know a lot about memory.

What could be happening is the AI tries to path to attack you using the waygates but never finds a route. It keeps going in an infinite loop between waygates searching for a path. Eventually the search becomes so complex that the process runs out of memory trying to retain the state information.
, that is quite possible I think. Since if it decides to attack from its main base to someone elses main base it needs to go through 2 waygates (/passing 4 waygates) which do not have a very wide terrain path. Maybe I should give them a bit more space than.

It could also be a object editor bug, as setting some fields to certain values is known to cause fatal errors.
, I have set the pathing/collision of the Waygate to nothing (to be able to place them on shallow water). Nothing else really that matters I think. I only have it in this map (it is part of a series of maps for my Starcraft Hybrids project) and in the other maps I did not have a memory error yet (where one had no Waygates and one had only 4 Waygates in total).

t may be a lack of triggers . There are some triggers that have a relationship with these triggers. otherwise...
, what do you mean by a lack of triggers? The Waygates are not triggered (just standard with preplaced regions in the map).
 
Last edited:
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