Collection of Crash Reports; Undetermined Causes

Case number:845829-2009369
Topic:Crash/Hang
Opened by:Formula350
Status:Open
Type:Bug
Opened on:Friday, April 3, 2020 - 20:41
Last modified:Wednesday, April 8, 2020 - 15:39

This is a mega-list containing most of the reports on crashes I've had over the last week since coming back to Foldit. Each time I made a short note as to what lead up to it. I did not save the entire log as I didn't really think it mattered, but any pertinent info can at least be found in my other Cysteine-related report that I uploaded a full log on.

That being said, here we go...


System HP ENVY X360 Laptop.
CPU: AMD FX-9300P w/ Radeon R7 iGPU
RAM: 8GB DDR4 (shared: 7.5GB System - 512MB GPU)
HDD: 1TB HGST 7200RPM
OS: Win10 v1803 (build 17134.112); Windows Updates disabled (sub-Mbit internet connection makes it impossible)

Crashes:


#1 - Changing between Pull Mode and Design Mode. I fat-finger pressed 3 & 4, and hit 4 immediately to ensure I went to Design Mode, at which point it crashed:
UNHANDLED EXCEPTION
1: interactive::util::access_ptr::indirection_shim::indirection_shim +183 bytes (no line)
2: interactive::util::detail::checked_fxn_wrapper::operator() +60 bytes (no line)
3: boost::detail::function::void_function_obj_invoker0,boost::_bi::list2 >,boost::_bi::value > >,void>::invoke +32 bytes (no line)
4: boost::function0::operator() +120 bytes (no line)
5: interactive::gui::EventHandler::on_lose_highlight +87 bytes (no line)
6: interactive::gui::TopLevel::set_highlight_handler +275 bytes (no line)
7: interactive::gui::TopLevel::update +1494 bytes (no line)
8: interactive::gui::GUISystem::update +95 bytes (no line)
9: interactive::guiwrapper::GUIWrapper::tick_frame +155 bytes (no line)
10: interactive::guiwrapper::win32::Win32Wrapper::start +451 bytes (no line)
11: interactive::application::interactive_main +2622 bytes (no line)
12: game::application::game_main +1321 bytes (no line)
13: library_main +21 bytes (no line)
14: no symbol (no line)
15: no symbol (no line)
16: no symbol (no line)
17: BaseThreadInitThunk +36 bytes (no line)
18: RtlValidSecurityDescriptor +282 bytes (no line)
19: RtlValidSecurityDescriptor +234 bytes (no line)



#2 - Had sat back down and got back to manual folding. Rotated protein around a couple times, spotted something I'd like to change and clicked on the segment to select a new AA... Nothing, so I clicked again, nothing... Then it crashed :D As far as I can tell, the report is identical to the first crash:
UNHANDLED EXCEPTION
1: interactive::util::access_ptr::indirection_shim::indirection_shim +183 bytes (no line)
2: interactive::util::detail::checked_fxn_wrapper::operator() +60 bytes (no line)
3: boost::detail::function::void_function_obj_invoker0,boost::_bi::list2 >,boost::_bi::value > >,void>::invoke +32 bytes (no line)
4: boost::function0::operator() +120 bytes (no line)
5: interactive::gui::EventHandler::on_lose_highlight +87 bytes (no line)
6: interactive::gui::TopLevel::set_highlight_handler +275 bytes (no line)
7: interactive::gui::TopLevel::update +1494 bytes (no line)
8: interactive::gui::GUISystem::update +95 bytes (no line)
9: interactive::guiwrapper::GUIWrapper::tick_frame +155 bytes (no line)
10: interactive::guiwrapper::win32::Win32Wrapper::start +451 bytes (no line)
11: interactive::application::interactive_main +2622 bytes (no line)
12: game::application::game_main +1321 bytes (no line)
13: library_main +21 bytes (no line)
14: no symbol (no line)
15: no symbol (no line)
16: no symbol (no line)
17: BaseThreadInitThunk +36 bytes (no line)
18: RtlValidSecurityDescriptor +282 bytes (no line)
19: RtlValidSecurityDescriptor +234 bytes (no line)



#3 - Forgot to grab it after crash... Invoked once more by being in Design mode and clicking on a segment.


#4 - Same scenario as #3:
UNHANDLED EXCEPTION
1: interactive::util::access_ptr::indirection_shim::indirection_shim +183 bytes (no line)
2: interactive::util::detail::checked_fxn_wrapper::operator() +60 bytes (no line)
3: boost::detail::function::void_function_obj_invoker0,boost::_bi::list2 >,boost::_bi::value > >,void>::invoke +32 bytes (no line)
4: boost::function0::operator() +120 bytes (no line)
5: interactive::gui::EventHandler::on_lose_highlight +87 bytes (no line)
6: interactive::gui::TopLevel::set_highlight_handler +275 bytes (no line)
7: interactive::gui::TopLevel::update +1494 bytes (no line)
8: interactive::gui::GUISystem::update +95 bytes (no line)
9: interactive::guiwrapper::GUIWrapper::tick_frame +155 bytes (no line)
10: interactive::guiwrapper::win32::Win32Wrapper::start +451 bytes (no line)
11: interactive::application::interactive_main +2622 bytes (no line)
12: game::application::game_main +1321 bytes (no line)
13: library_main +21 bytes (no line)
14: no symbol (no line)
15: no symbol (no line)
16: no symbol (no line)
17: BaseThreadInitThunk +36 bytes (no line)
18: RtlValidSecurityDescriptor +282 bytes (no line)
19: RtlValidSecurityDescriptor +234 bytes (no line)



#5, 6, ... ?? - Forgot to grab reason. Most times it was when calling an action, which I'm still chalking up to occuring during Quicksave whch stalls the game (causes drop to 0% CPU and 0% GPU), but I don't notice in time to stop clicking or pressing buttons. I presume Windows doesn't feel like waiting for Foldit to recover and just kills it... but maybe not since the window never does the classic white-overlay that Windows does.


#8 - (we'll call it 8...) Had just clicked Create New GUI Recipe and... *poof*:
UNHANDLED EXCEPTION
1: interactive::util::access_ptr::indirection_shim::indirection_shim +183 bytes (no line)
2: interactive::util::detail::checked_fxn_wrapper,std::allocator > (__thiscall standalone::application::macro::BlockParamInt::*)(int)>::operator(),std::allocator > (__thiscall standalone::application::macro::BlockParamInt::*)(int),0> +77 bytes (no line)
3: boost::_bi::list2 >,boost::arg<1> >::operator(),std::allocator >,interactive::util::detail::checked_fxn_wrapper,std::allocator > (__thiscall standalone::application::macro::BlockParamInt::*)(int)>,boost::_bi::rrlist1 > +40 bytes (no line)
4: boost::_bi::bind_t,std::allocator > (__thiscall standalone::application::macro::BlockParamInt::*)(int)>,boost::_bi::list2 >,boost::arg<1> > >::operator() +38 bytes (no line)
5: boost::detail::function::function_obj_invoker1,std::allocator > (__thiscall standalone::application::macro::BlockParamInt::*)(int)>,boost::_bi::list2 >,boost::arg<1> > >,std::basic_string,std::allocator >,int>::invoke +26 bytes (no line)
6: boost::function1,std::allocator >,int>::operator() +141 bytes (no line)
7: standalone::application::macro::IntValuePanel::update_value +90 bytes (no line)
8: standalone::application::macro::IntValuePanel::update +11 bytes (no line)
9: interactive::gui::Container::update +190 bytes (no line)
10: interactive::gui::TopLevel::update +1448 bytes (no line)
11: interactive::gui::GUISystem::update +95 bytes (no line)
12: interactive::guiwrapper::GUIWrapper::tick_frame +155 bytes (no line)
13: interactive::guiwrapper::win32::Win32Wrapper::start +451 bytes (no line)
14: interactive::application::interactive_main +2622 bytes (no line)
15: game::application::game_main +1321 bytes (no line)
16: library_main +21 bytes (no line)
17: no symbol (no line)
18: no symbol (no line)
19: no symbol (no line)
20: BaseThreadInitThunk +36 bytes (no line)
21: RtlValidSecurityDescriptor +282 bytes (no line)
22: RtlValidSecurityDescriptor +234 bytes (no line)



#9 - Ran a simple recipe I made. Crash did NOT produce a log entry, so only Event Viewer output available (different Exception Code than usual):
Faulting application name: Foldit.exe, version: 0.0.0.0, time stamp: 0x5a540819
Faulting module name: game_library.dll, version: 0.0.0.0, time stamp: 0x5db8a681
Exception code: 0xc0000409
Fault offset: 0x0386724c
Faulting process id: 0x4970
Faulting application start time: 0x01d607829ad3cf94
Faulting application path: C:\Foldit\Foldit.exe
Faulting module path: C:\Foldit\cmp-binary-33fc146736f30f522524e7c2a7abcd78\game_library.dll
Report Id: 23658064-cac4-49c6-ac9f-e3f86a139e3c
Faulting package full name:
Faulting package-relative application ID:



#10 - Had edited "Set Info" on my aforemention recipe when:
UNHANDLED EXCEPTION
1: interactive::util::access_ptr::indirection_shim::indirection_shim +183 bytes (no line)
2: interactive::util::detail::checked_fxn_wrapper::operator() +60 bytes (no line)
3: boost::detail::function::void_function_obj_invoker0,boost::_bi::list2 >,boost::_bi::value > >,void>::invoke +32 bytes (no line)
4: boost::function0::operator() +120 bytes (no line)
5: interactive::gui::EventHandler::on_lose_highlight +87 bytes (no line)
6: interactive::gui::TopLevel::set_highlight_handler +275 bytes (no line)
7: interactive::gui::TopLevel::update +1494 bytes (no line)
8: interactive::gui::GUISystem::update +95 bytes (no line)
9: interactive::guiwrapper::GUIWrapper::tick_frame +155 bytes (no line)
10: interactive::guiwrapper::win32::Win32Wrapper::start +451 bytes (no line)
11: interactive::application::interactive_main +2622 bytes (no line)
12: game::application::game_main +1321 bytes (no line)
13: library_main +21 bytes (no line)
14: no symbol (no line)
15: no symbol (no line)
16: no symbol (no line)
17: BaseThreadInitThunk +36 bytes (no line)
18: RtlValidSecurityDescriptor +282 bytes (no line)
19: RtlValidSecurityDescriptor +234 bytes (no line)



Additional Notes:
On the first 5 crashes where I checked this, all but one have the same output in Event Viewer (that is, 'same' in terms of things not dynamic by nature). Even then its only true difference was the Fault Offset, not that I'm sure what it means really. :P
Crash #1:
        Faulting application name: Foldit.exe, version: 0.0.0.0, time stamp: 0x5a540819
        Faulting module name: game_library.dll, version: 0.0.0.0, time stamp: 0x5db8a681
        Exception code: 0x80000003
        Fault offset: 0x0080f817
        Faulting process id: 0x6414
        Faulting application start time: 0x01d5fde7413d772e
        Faulting application path: C:\Foldit\Foldit.exe
        Faulting module path: C:\Foldit\cmp-binary-33fc146736f30f522524e7c2a7abcd78\game_library.dll
        Report Id: 3f93a48b-4161-4365-a4c6-31076ad41dda
        Faulting package full name:
        Faulting package-relative application ID:

Crashes #2-5:

        Faulting application name: Foldit.exe, version: 0.0.0.0, time stamp: 0x5a540819
        Faulting module name: game_library.dll, version: 0.0.0.0, time stamp: 0x5db8a681
        Exception code: 0x80000003
        Fault offset: 0x0093b9c7
        Faulting process id: 0x6414 (dynamic)
        Faulting application start time: 0x01d5fde7413d772e (dynamic)
        Faulting application path: C:\Foldit\Foldit.exe
        Faulting module path: C:\Foldit\cmp-binary-33fc146736f30f522524e7c2a7abcd78\game_library.dll
        Report Id: 3f93a48b-4161-4365-a4c6-31076ad41dda (dynamic)
        Faulting package full name:
        Faulting package-relative application ID:



I think that the crash may be induced by the Autosave, as there was a long pause once and I noticed the pause that time instead of thinking it was my touchpad's fault, so I didn't retry to do anything. I believe that's what causes it to be flagged Not Responding, and ultimately crash (...perhaps due to the action I was trying to do is timing out?). I quickly dove into the Foldit Puzzles folder and the last Autosave corresponded exactly with the game momentarily freezing.


Any other info I can provide, just ask and I'll do whatever I can!
Thanks

(Fri, 04/03/2020 - 20:41  |  3 comments)


Joined: 09/29/2016
Groups: Gargleblasters

Add this to the list. Was trying to close a cut. Had bad backbone angle, all that good stuff. I had previously tried done wiggles, both global and localized on specific cut segments, which seems to have caused ALL sorts of errors... So here's the complete log...

Joined: 11/05/2019
Groups: None

Hi Formula350!

Thank you for sending these over--I will pass this along.

Joined: 10/10/2015
Groups: None

set info recipe, press enter. mac and ubuntu

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