Game freezes after 20-45 minutes


Addicted

 

Posted

Quote:
Originally Posted by Tatterdamalion View Post
I have a rig which uses both nVidia and ATI PCI-E cards. I have the same silly habit of watching my RAM usage. (Probably because of my job I guess) and have seen the exact same situation appearing after i17 was released. It doesn't matter which Video card (nVidia 9800 or ATI 4850) is being used for the game even when the unused card's drivers are completely unloaded. After 'X' interval, especially when I'm exiting missions, calling up the Costume panel, or entering the Auction panel. I found the programhas either crashed to crash reporter or hard locked.

Athlon X64 5000+ (2.6Ghz) 3GB RAM
ASUS (nVidia 420 series) Mobo
XP Pro SP3
All drivers up to date.

ATI HD 4850 512MB

or

nVidia 9800 512MB
Are you saying the crash looks like a result of a memory leak, especially during a map move, or due to something else? I have not personally seen crash reports that would indicate a memory leak in these conditions, or experienced it myself, but we have seen some as-of-yet unexplained crash reports during map move. If this is what's going on, that is EXTREMELY useful information and there are a few of us who will get a better night's sleep once we know.

Would you please put your contact information (the best way for me to get in touch with you) in the crash report and mention "Television"? Then PM me. Once you do, we'll find your crash report and get the context we're missing. The more info we have, the easier it is to track these kind of issues down.


 

Posted

Quote:
Originally Posted by Noyjitat View Post
Simply open up the base editor in a medium or larger base and stay zoomed out and go afk. Or just let it sit there for awhile exit the editor and go about playing like you normally would and sooner or later you will crash or freeze. The game keeps using more and more memory and never releases it after using the base editor. I've seen cityofheroes.exe get to 1.7 gb in the task manager before. Usually crashes at 1.4 - 1.5 though.
If you are experiencing this particular leak, please contact Arbiter Oates (via PM). Our team hasn't been able to reproduce this yet and Arbiter Oates is collecting more details.


 

Posted

Quote:
Originally Posted by The Television View Post
If you are experiencing this particular leak, please contact Arbiter Oates (via PM). Our team hasn't been able to reproduce this yet and Arbiter Oates is collecting more details.
This is exactly the same kind of behavior I've seen in the base, but I get it with crafting. I'm already in touch with Arbiter Oates.


 

Posted

Quote:
Originally Posted by The Television View Post
If you are experiencing this particular leak, please contact Arbiter Oates (via PM). Our team hasn't been able to reproduce this yet and Arbiter Oates is collecting more details.
The "lag leak" while editing in base used to be a progressive thing after about an hour, but now it starts within 5 minutes. I've mentioned this to Arbiter Kim in the past, but will try getting in touch with Arbiter Oats as well. Thanks.


Quote:
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What you are stands over you the while, and thunders so that I cannot hear what you say to the contrary. - R.W. Emerson
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Posted

Quote:
Originally Posted by Impish Kat View Post
The "lag leak" while editing in base used to be a progressive thing after about an hour, but now it starts within 5 minutes. I've mentioned this to Arbiter Kim in the past, but will try getting in touch with Arbiter Oats as well. Thanks.
Yeah, Arbiter Kim did a really good job of digging into this problem last time, but it looks like we didn't end up catching it. This time we're looking at getting a different kind of information and maybe some different tactics for reproducing it (we may need to see your specific bases for example). Even if you talked to Arbiter Kim before, we'd appreciate you contacting Arbiter Oates for this second wave of investigation.


 

Posted

Quote:
Also, we've had a couple threads going in the last few months to try to identify leaks but we believe that we have resolved what we were able to identify. If you are experiencing another memory leak, especially if it's this bad, please PM me the details. We may need to start another thread to get some more information.
I dropped you a PM with some details Television, as I've been suffering from an apparent memory leak as well.


 

Posted

Quote:
Originally Posted by The Television View Post
That sounds likely to be a memory leak. Have you had it since I17 launched? Like I said: we're not seeing them internally anymore...but that doesn't mean we fixed the issue you're having. I need more details to know what was happening to you.
Yes, since I17. Saw it in Test too. I also get periodic freeze-crashes without an error window when zoning or exiting missions. Those ones I have to kill the process on. I'll do some testing tonight, what should I look for that screams "Memory leak?" How big is City SUPPOSED to be in Taskmanager?

PC running XP Home
Radeon 5770
AMD Athlon X2
4GB RAM
80GB system HD.
(other?)


Hello, my name is @Caligdoiel and I'm an altoholic.

 

Posted

I'm doing it right now. Just sitting here in the base editor with CoH in the background and memory usage is slowly climbing. Started at 895 MBs, now at 1.2 GBs. And I'm doing nothing. Just standing around.


 

Posted

Quote:
Originally Posted by Caligdoiel View Post
Yes, since I17. Saw it in Test too. I also get periodic freeze-crashes without an error window when zoning or exiting missions. Those ones I have to kill the process on. I'll do some testing tonight, what should I look for that screams "Memory leak?" How big is City SUPPOSED to be in Taskmanager?

PC running XP Home
Radeon 5770
AMD Athlon X2
4GB RAM
80GB system HD.
(other?)

I can't tell you how big it could possibly get without a leak--if you're standing around with 50 of your friends we're going to load a ton of textures, etc, for them. Especially if it's actually 1000 of your closest friends who each have totally unique costumes and run by you in sequence. However, I wouldn't expect to see it go above 1.3 GB under most normal conditions. Other people on the forums can tell you if they consistently see above that.

What you're looking for with the leak is the game using up consistently more memory all the time. I often see little changes when I move my head around or someone runs by, but if you're just sitting there with memory use climbing...that's a bad sign.

I'd check memory use by CoH by looking in task manager. If you're on Windows that is. If you're using Linux, you're probably cool enough to to know how to do this better than I could tell you.


 

Posted

Quote:
Originally Posted by The Television View Post
I can't tell you how big it could possibly get without a leak--if you're standing around with 50 of your friends we're going to load a ton of textures, etc, for them. Especially if it's actually 1000 of your closest friends who each have totally unique costumes and run by you in sequence. However, I wouldn't expect to see it go above 1.3 GB under most normal conditions. Other people on the forums can tell you if they consistently see above that.

What you're looking for with the leak is the game using up consistently more memory all the time. I often see little changes when I move my head around or someone runs by, but if you're just sitting there with memory use climbing...that's a bad sign.

I'd check memory use by CoH by looking in task manager. If you're on Windows that is. If you're using Linux, you're probably cool enough to to know how to do this better than I could tell you.
*cough* kinfocenter *cough*

Actually, KDE4 includes System Load Viewer as part of the default installation. Just need to run CoH in a windowed mode rather than full screen to keep an eye on it.

Most KDE4 distro's just need to right click on the task bar, Add Widget, then select System Load Viewer.

Also, the CoH in-game command /graphfps 7 seems to do a similar real-time monitoring through the game's GUI.


 

Posted

Quote:
Originally Posted by The Television View Post
I can't tell you how big it could possibly get without a leak--if you're standing around with 50 of your friends we're going to load a ton of textures, etc, for them. Especially if it's actually 1000 of your closest friends who each have totally unique costumes and run by you in sequence. However, I wouldn't expect to see it go above 1.3 GB under most normal conditions. Other people on the forums can tell you if they consistently see above that.

What you're looking for with the leak is the game using up consistently more memory all the time. I often see little changes when I move my head around or someone runs by, but if you're just sitting there with memory use climbing...that's a bad sign.

I'd check memory use by CoH by looking in task manager. If you're on Windows that is. If you're using Linux, you're probably cool enough to to know how to do this better than I could tell you.
Try this on for size: I just let the game sit at the login screen for about twenty minutes and it's grown to, as of this post, 945,000KB with a steady process rate hovering around ten percent. At the LOGIN screen. Doing nothing.

Time/size

10:02:50 /962,XXXKB
10:03:15/ 972
10:03:30 /977
10:03:45/ 986
10:04:15/ 992
10:04:45/ 1,003
.....
EDIT THE SECOND:
Now at 1,200,000K as of 10:15:10
Rate of increase appears to be approximately 300K/second.

Edit III:
Game froze exiting a mission @ 10:35:00, mem usage stopped @ 1,691,356K. CPU use flatlined. Note: Mem usage fluctuated during actual play, rate of increase no longer consistent and in some cases went down.

Edit IV: son of Edit: Crash output:
Assertion failed

Program: C:\Program Files\City of Heroes\CityOfHeroes.exe
Time: Wed May 19 10:34:38 PM
Process ID: 896
File: c:\src\utilitieslib\utils\superassert.c
Line: 1857
Expression: 0

Error Message: CRT abort() called

ERROR: swDumpStackToBuffer - timeout (258) waiting for dumpHeap is NOT corrupted
Last windows SYSTEM error: Not enough storage is available to process this command.


Hello, my name is @Caligdoiel and I'm an altoholic.

 

Posted

While you're here, The Television, it used to be that /unloadgfx or /reloadgfx used to clear out most memory leaks. In the old days a /unloadgfx would take me from 1.2 GB down to .8 GB of RAM usage, a .4 GB recovery. Now, it barely recovers .02 GB.

What happened to that command? It stopped doing it's magic about 3 issues ago. It was our usual help while memory leaks were being hunted and killed.


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Posted

Quote:
Originally Posted by Zombie Man View Post
While you're here, The Television, it used to be that /unloadgfx or /reloadgfx used to clear out most memory leaks. In the old days a /unloadgfx would take me from 1.2 GB down to .8 GB of RAM usage, a .4 GB recovery. Now, it barely recovers .02 GB.

What happened to that command? It stopped doing it's magic about 3 issues ago. It was our usual help while memory leaks were being hunted and killed.
The /unloadgfx and /reloadgfx commands never fixed memory leaks. But they did purge data that was carried over from one map or zone to another, which would extend the amount of time you could play if you were having a memory leak.

I suspect the function has been rolled into zoning.


 

Posted

Quote:
Originally Posted by je_saist View Post
*cough* kinfocenter *cough*
What, "top" isn't good enough for you?


 

Posted

Quote:
Originally Posted by Katie V View Post
What, "top" isn't good enough for you?
A: Kinfocenter was a joke.

B: you'll find that KDE4's System Monitor gives the same effective output as top giving per process information, but also more detailed results in a graphing format that Kinfocenter gives.


 

Posted

Quote:
Originally Posted by Caligdoiel View Post
Try this on for size: I just let the game sit at the login screen for about twenty minutes and it's grown to, as of this post, 945,000KB with a steady process rate hovering around ten percent. At the LOGIN screen. Doing nothing.

Time/size

10:02:50 /962,XXXKB
10:03:15/ 972
10:03:30 /977
10:03:45/ 986
10:04:15/ 992
10:04:45/ 1,003
.....
EDIT THE SECOND:
Now at 1,200,000K as of 10:15:10
Rate of increase appears to be approximately 300K/second.

Edit III:
Game froze exiting a mission @ 10:35:00, mem usage stopped @ 1,691,356K. CPU use flatlined. Note: Mem usage fluctuated during actual play, rate of increase no longer consistent and in some cases went down.

Edit IV: son of Edit: Crash output:
Assertion failed

Program: C:\Program Files\City of Heroes\CityOfHeroes.exe
Time: Wed May 19 10:34:38 PM
Process ID: 896
File: c:\src\utilitieslib\utils\superassert.c
Line: 1857
Expression: 0

Error Message: CRT abort() called

ERROR: swDumpStackToBuffer - timeout (258) waiting for dumpHeap is NOT corrupted
Last windows SYSTEM error: Not enough storage is available to process this command.
Radeon 5770 eh? I assume with the 10.4 drivers?


 

Posted

Quote:
Originally Posted by UberGuy View Post
I do strange things like watch the real and virtual memory use of my applications. Before I16, CoH used to use around 500-750MB of real and virtual memory (1.0-1.5GB total) on load, and then relatively quickly rise to around 1GB of each (about 2.0GB total) as soon as I did anything non-trivial, and then it would slowly rise from there. In particular, every time I zoned (at least for the 1st time in a given zone) or met a large crowd of characters, my memory usage would increase. As far as I could tell, it would never go down. If it topped around 3GB of combined real and virtual memory it would crash. (This isn't totally unexpected, since 32-bit Windows limits processes to 3GB of addressable RAM.)
I'm slipping on my kernel programming hat for a moment to fix a couple minor quibbles, hope you don't mind . Real memory is a subset of virtual memory. The virtual memory column in task manager shows how much address space has been allocated to the process, and the real memory column shows how much of that space is currently paged in to physical RAM. Virtual memory may also include shared pages, such as DLLs that are shared by multiple processes, memory that's swapped out to disk, memory that's been allocated but never touched, or even things like memory mapped I/O to the video card which don't correspond to main memory at all.

So, real memory will always be < virtual memory, and it makes no sense to add the two numbers together.

EDIT: I noticed that in the Windows 7 task manager at least, "real memory" has been renamed to "Memory (Private Working Set)" and "virtual memory" has been renamed to "Commit Size". Those names do describe what the values really are a little better.

Also, the per-process limit for 32-bit programs on Windows is 2GB of address space, not 3GB. 32-bit CPUs can natively address 4GB of virtual memory. Windows by default splits this in half. It reserves the upper 2GB of the address space for the kernel, and gives the lower half to user programs. When a context switch happens, the mappings for the lower 2GB change with the active process, while the upper 2GB remains static for the OS to use.

1.5GB-1.7GB real memory used likely corresponds to hitting 2GB virtual memory allocated once you factor in video buffers and shared pages. It's consistent with the CoH process crashing due to address space exhaustion, so it's really a "2GB crash", not a 3GB crash. The TL;DR version is that it's allocating too much memory and never releasing it. Whether it's an actual leak, or it's just trying to cache too much and needs to be a little less aggressive and recycle more, is impossible to say without extensive debugging.

You can tweak this a little. In XP, you can add the /3GB switch to boot.ini. This changes the setup, so that Windows splits it into 3GB user space and 1GB kernel space. In Vista and Win7, "bcdedit /Set IncreaseUserVa 3072" does the same thing. However, in order for a program to take advantage of this extra space, it has to specifically tell the OS that it's what Microsoft calls "Large Address Aware." 32-bit LAA programs will also be able to use the full 4GB address space when running on a 64-bit OS.

Given the age of the game engine, I'd doubt that CoH is linked with that option, but I don't have the development tools installed right now so I can't check. If anyone has Visual C++ installed, run "dumpbin /headers cityofheroes.exe" and see if there's a line that says "Application can handle large (>2GB) addresses"


 

Posted

Sent you a PM Television.


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Posted

Quote:
Originally Posted by MTS__ View Post
You can tweak this a little. In XP, you can add the /3GB switch to boot.ini. This changes the setup, so that Windows splits it into 3GB user space and 1GB kernel space. In Vista and Win7, "bcdedit /Set IncreaseUserVa 3072" does the same thing. However, in order for a program to take advantage of this extra space, it has to specifically tell the OS that it's what Microsoft calls "Large Address Aware." 32-bit LAA programs will also be able to use the full 4GB address space when running on a 64-bit OS.

Given the age of the game engine, I'd doubt that CoH is linked with that option, but I don't have the development tools installed right now so I can't check. If anyone has Visual C++ installed, run "dumpbin /headers cityofheroes.exe" and see it there's a line that says "Application can handle large (>2GB) addresses"
Apparently it can. Who'da thunk?


 

Posted

Quote:
Originally Posted by MTS__ View Post
You can tweak this a little. In XP, you can add the /3GB switch to boot.ini. This changes the setup, so that Windows splits it into 3GB user space and 1GB kernel space. In Vista and Win7, "bcdedit /Set IncreaseUserVa 3072" does the same thing. However, in order for a program to take advantage of this extra space, it has to specifically tell the OS that it's what Microsoft calls "Large Address Aware." 32-bit LAA programs will also be able to use the full 4GB address space when running on a 64-bit OS.
That's what I'm thinking of. You can actually modify previously compiled apps that don't have that option set, and I actually did that with a couple of graphics apps on my 32-bit system. I didn't, however, do that to CoH. (The launcher would just love that, I'm sure.)


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Posted

Quote:
Originally Posted by Caligdoiel View Post
Try this on for size: I just let the game sit at the login screen for about twenty minutes and it's grown to, as of this post, 945,000KB with a steady process rate hovering around ten percent. At the LOGIN screen. Doing nothing.

Time/size

10:02:50 /962,XXXKB
10:03:15/ 972
10:03:30 /977
10:03:45/ 986
10:04:15/ 992
10:04:45/ 1,003
.....
EDIT THE SECOND:
Now at 1,200,000K as of 10:15:10
Rate of increase appears to be approximately 300K/second.

Edit III:
Game froze exiting a mission @ 10:35:00, mem usage stopped @ 1,691,356K. CPU use flatlined. Note: Mem usage fluctuated during actual play, rate of increase no longer consistent and in some cases went down.

Edit IV: son of Edit: Crash output:
Assertion failed

Program: C:\Program Files\City of Heroes\CityOfHeroes.exe
Time: Wed May 19 10:34:38 PM
Process ID: 896
File: c:\src\utilitieslib\utils\superassert.c
Line: 1857
Expression: 0

Error Message: CRT abort() called

ERROR: swDumpStackToBuffer - timeout (258) waiting for dumpHeap is NOT corrupted
Last windows SYSTEM error: Not enough storage is available to process this command.
What operating system are you using? Windows XP SP2 for instance? Windows 7?


 

Posted

I am new to all this so can you break it down for me newbie style and tell me:
What program to use to get this data?
What data you want and exactly how you want it?
What parameters are normal and what is way too much?

I so want to help get all the lagging and crashes and so forth fixed, but someone lead me in the right direction.


 

Posted

Search for hijackThis and CoHHelper - those are the two reports Tech help usually want. Coh helper is a fan-made program that run the dxdiag program then trims out the trash, IIRC. Hijack this is a commonly used program that shows what processes are running and some other stuff.


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Posted

I had the oddest crash last nite. My 2 roomies and I played coh for most of a Sister Psyche last nite. We run Xfire (great program) with our friend in Lincoln nebraska. After about 3.5 hrs (we finished at 4hrs) All three of us got mapserved and a slow to get back on. Our lincoln friend was fine and we were all 4 of us still talking through xfire. Next mission full drop, we were still talking just fine and I could access all my regular webpages but we couldnt log on nor could I access the Coh Main page. A restart took care of it, but we didnt restart the modem or router.

All three of us have very different machines and are hardlined to the router. But to be denied Coh main page and Logon but not wiki or any other service or webpage is just too coincidental.


 

Posted

Quote:
Originally Posted by Captain_Freak View Post
I had the oddest crash last nite. My 2 roomies and I played coh for most of a Sister Psyche last nite. We run Xfire (great program) with our friend in Lincoln nebraska. After about 3.5 hrs (we finished at 4hrs) All three of us got mapserved and a slow to get back on. Our lincoln friend was fine and we were all 4 of us still talking through xfire. Next mission full drop, we were still talking just fine and I could access all my regular webpages but we couldnt log on nor could I access the Coh Main page. A restart took care of it, but we didnt restart the modem or router.

All three of us have very different machines and are hardlined to the router. But to be denied Coh main page and Logon but not wiki or any other service or webpage is just too coincidental.
Usually when something like this happens it's because an Internet node between you and the CoX servers goes down.