[MINOR] Crash of Client When Controlled by Remote App; Missing Texture
Case number: | 845829-2009262 |
Topic: | Crash/Hang |
Opened by: | Formula350 |
Status: | Open |
Type: | Bug |
Opened on: | Saturday, March 28, 2020 - 02:22 |
Last modified: | Saturday, March 28, 2020 - 20:47 |
This is the easiest bug you'll ever get! :D I'll start with the fix, since the problem honestly isn't worth the time to read. I've already tested the solution and know it works, having made the needed texture in MSPaint.
THE FIX:
Add directory named "debug" to:
\Foldit\cmp-resource<##>\resources\images\GUI\
Add a colored 4x4 or 8x8 pixel PNG with the name "debugsquare.png" to:
\Foldit\cmp-resource<##>\resources\images\GUI\debug\
Alternatively, have it be a 50% transparency PNG instead of solid-color.
PROBLEM:
When using the Remote Connection app on Android connected to the Windows Foldit Client --though I suspect this is a platform agnostic issue-- and then making any sort of touch-input that would call upon that debugsquare.png to be displayed on the controlled-machine's screen, the Foldit Client crashes due to said texture missing.
NOTE: To reiterate, this is NOT a problem with the Android app, but the actual gameplay client.
Thanks,
-Formula350
For completion sake...
CRASH REPORT:
REMOTE remote thread TUIO started
REMOTE remote thread FXIO started
REMOTE
REMOTE remote waiting...
REMOTE Found remote client.
REMOTE Remote low_res: 0
REMOTE cur_size: 1024 576
REMOTE traverse_width: 1024 576
REMOTE remote connect from: 192.168.5.139
REMOTE msg refresh
REMOTE msg refresh
Sending SOPs:
REMOTE msg refresh
cmp-resources-1e8bcb69156e40a1336e1f920fdaa0a0\resources\images/gui/debug/debugsquare.png
UNHANDLED EXCEPTION
1: RaiseException +98 bytes (no line)
2: _CxxThrowException +101 bytes (no line)
3: interactive::gui::Texture::load +947 bytes (no line)
4: interactive::gui::Texture::from_file +284 bytes (no line)
5: interactive::gui::StaticImage::load +62 bytes (no line)
6: interactive::gui::TouchDebugWidget::on_aux_pointer_down +157 bytes (no line)
7: interactive::gui::TopLevel::on_aux_pointer_down +96 bytes (no line)
8: interactive::guiwrapper::GUIWrapper::generic_aux_pointer_button_func +643 bytes (no line)
9: interactive::util::detail::checked_fxn_wrapper::operator() +95 bytes (no line)
10: boost::detail::function::void_function_obj_invoker0,boost::_bi::list5 >,boost::_bi::value,boost::_bi::value,boost::_bi::value,boost::_bi::value > >,void>::invoke +46 bytes (no line)
11: interactive::guiwrapper::GUIWrapper::process_async_events +265 bytes (no line)
12: interactive::guiwrapper::win32::Win32Wrapper::start +440 bytes (no line)
13: interactive::application::interactive_main +2622 bytes (no line)
14: game::application::game_main +1321 bytes (no line)
15: library_main +21 bytes (no line)
16: no symbol (no line)
17: no symbol (no line)
18: no symbol (no line)
19: BaseThreadInitThunk +36 bytes (no line)
20: RtlValidSecurityDescriptor +282 bytes (no line)
21: RtlValidSecurityDescriptor +234 bytes (no line)
Thanks for this bug report! It looks like this resource was in our internal build but wasn't packaged with the release. I think I've fixed it, patch should be coming out soonish!