nVidia driver crash bug: Please check your logs!

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Re: nVidia driver crash bug: Please check your logs!

Postby vatas » Fri Sep 30, 2022 1:25 pm

khai wrote:And I will ask modestly in this thread, what is the game's requirements for opengl?
I have 3 computers at home. one has opengl 3.0 and the game has stopped starting. It's a pity because it has 16gb of ram :(
The second is a chromebook from opengl 4.1 and the game works but crashes for no reason.
the third macbook m1 opengl 4.1 also crashes.
On a work computer with opengl 4.2 works great :D

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Re: nVidia driver crash bug: Please check your logs!

Postby khai » Fri Sep 30, 2022 3:55 pm

I know the Wiki and found only one entry from 2008 that the game is going to opengl. For this I am asking but what? Apple's support ended at 4.1
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Re: nVidia driver crash bug: Please check your logs!

Postby Jack97 » Thu Aug 29, 2024 10:38 am

mine is not faultymine is not faulty
play game on the web
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Re: nVidia driver crash bug: Please check your logs!

Postby inevitable » Sun Apr 12, 2026 7:52 am

cross posting this from yet another bug thread

After a bit of analysis, the fix (for at least some crash scenarios) would be to remove the private field 'prep' here: https://github.com/dolda2000/hafen-clie ... t.java#L49

and eliminate usages of 'this.prep', so that cross-thread command accumulation is eliminated from process() and the possibility of init lambda arriving in a different frame than the draw that needs it is gone

You'll likely want to change prepare(buf) to take the target GLRender and appends into render.gl instead of this.prep; then there's no shared render to interleave into.

This eliminates 3 hazards:
Hazard 1 — this.prep is a shared, multi-writer render
Hazard 2 — buf.ro is published before the data store is written
Hazard 3 — Disposal can interleave with in-flight GLRenders
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Re: nVidia driver crash bug: Please check your logs!

Postby inevitable » Tue Apr 14, 2026 7:35 am

inevitable wrote:cross posting this from yet another bug thread

After a bit of analysis, the fix (for at least some crash scenarios) would be to remove the private field 'prep' here: https://github.com/dolda2000/hafen-clie ... t.java#L49

and eliminate usages of 'this.prep', so that cross-thread command accumulation is eliminated from process() and the possibility of init lambda arriving in a different frame than the draw that needs it is gone

You'll likely want to change prepare(buf) to take the target GLRender and appends into render.gl instead of this.prep; then there's no shared render to interleave into.

This eliminates 3 hazards:
Hazard 1 — this.prep is a shared, multi-writer render
Hazard 2 — buf.ro is published before the data store is written
Hazard 3 — Disposal can interleave with in-flight GLRenders


i tried this patch and still crashed on multiple mobs spawning from loose rocks. i collecting a couple more crash logs and this new crash is not specific to nvidia drivers either.
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Re: nVidia driver crash bug: Please check your logs!

Postby Nightdawg » Tue Apr 14, 2026 1:59 pm

it feels like the combat JVM crashes are making a comeback
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Re: nVidia driver crash bug: Please check your logs!

Postby inevitable » Tue Apr 14, 2026 6:30 pm

ok , this PR helps based on my testing, though i'll continue to keep testing https://github.com/dolda2000/hafen-client/pull/22
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