Per-priority occupancy, measured every second until the fault: [queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1 That single line kills the two leading theories. p3/p4 empty means nothing above priority 0 is competing, so the pump is free to serve it -- no starvation. nextReady=1 means PeekAtNextEvent always has a READY event, so priority 0 is not holding a timed event whose alarm never comes due -- no deadlock. What remains is refill: priority 0 is replenished as fast as the pump drains it, ~143 events per simulated second. It is also fully deterministic. Two runs of the same binary reported pump=352/1499 at frame 1001 and 495/2643 at frame 2002, identical to the byte. So 'crashes about half the time' was never a race -- it was comparing runs that differed in binary or conf. Only InterestManager::PostRendererEvent posts at priority 0 (it maps every renderer event there while the app is not RunningMission), so naming the message names the flooder. Application::Post now tallies priority-0 posts by message ID and reports the busiest three. Notably, all three producers of NotifyOfNewInterestingEntity are entity-CREATION paths, so if that ID dominates then something is creating entities in a loop -- which would explain the unbounded growth behind the fault as well as the hang. pod_render_noskl.conf now carries the same probes, so one instrumented binary can be run with the skeleton walk on and off. Walk-off runs are the only configuration of ours known to reach 'Turning Plasma Score Display On'. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
83 lines
2.9 KiB
Plaintext
83 lines
2.9 KiB
Plaintext
# pod_render_norio.conf -- pod_render_rec with the RIO serial port OFF.
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#
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# The emulator log shows a steady stream of serial1 RX OVERRUN errors on
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# the RIO pipe, and controls post their events at HighEventPriority
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# UNCONDITIONALLY (CONTROLS.HPP:250) -- so a chattering RIO port would
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# flood a priority the background pump always serves first, starving the
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# priority-0 renderer events the load gate waits on. This conf tests that
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# by removing the port entirely. Everything else is identical to the rec
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# conf, so a launch here and a hang there isolates the RIO.
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#
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[sdl]
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output=opengl
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# higher,higher not highest: HIGH_PRIORITY_CLASS starved the host desktop;
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# with the retry patches a rare dropout self-recovers (see gauge_rio.conf).
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priority=higher,higher
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[dosbox]
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memsize=32
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machine=svga_s3
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[cpu]
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core=dynamic
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cputype=pentium
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cycles=max
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[sblaster]
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sbtype=sb16
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sbbase=220
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irq=5
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dma=1
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hdma=5
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[mixer]
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# match the EMU8000s' native rate (no resample) and buffer ~60ms so brief
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# emulation-thread stalls (RIO retry recovery) don't audibly chop
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rate=44100
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blocksize=1024
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prebuffer=60
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[serial]
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# RIO on COM1 with the low-latency options (rxpollus/rxburst) so the board's
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# few-ms ACK deadline is met; plasma display on COM2 (real pod has both).
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# VWE fork namedpipe backend (com0com/realport retired -- COM1/COM2 gone):
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# DOSBox = pipe client (retry), vRIO/vPLASMA apps = servers; an unconnected
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# pipe behaves as an unplugged cable so the mission still runs. serialnamedpipe.h
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serial1=disabled
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serial2=namedpipe pipe:vplasma
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# live UNBUFFERED game output: DOS char devices are not buffered, so
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# redirecting stdout to COM3 lands every line immediately. A normal
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# '> file' redirect stays 0 bytes until the process exits, which hides
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# all progress on a run that does NOT crash.
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serial3=file file:C:\VWE\TeslaRel410\emulator\render-bridge\podlog.txt
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[autoexec]
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mount c "C:\VWE\TeslaRel410\ALPHA_1"
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c:
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cd \REL410\BT
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set VIDEOFORMAT=svga
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rem production pod card init (PARAMETR.BAT:181-186): DIAGNOSE + AWEUTIL per
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rem card -- AWEUTIL /S does the EMU8000 bring-up and DRAM detect the HMI SOS
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rem driver relies on; skipping it left the cards uninitialized (silent).
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rem aweutil /s SKIPPED for now: it verifies the AWE32 GM ROM, which the
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rem emulated cards lack (hangs in a retry loop) -- restore once the ROM is
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rem dumped from a real card. diagnose /s kept (passes, sets mixer config).
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set BLASTER=A220 I5 D1 H5 P330 T6
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c:\sb16\diagnose /s
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set BLASTER=A240 I7 D3 H6 P300 T6
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c:\sb16\diagnose /s
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set BLASTER=A220 I5 D1 H5 P330 T6
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set TEMP=c:\
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rem arena1 city mission (TESTARN.EGG: map=arena1, time=day) with the RIO
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rem attached; stdout redirected so mission-load progress survives kills.
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set BT_MECH_LOG=1
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set BT_LAUNCH_LOG=1
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set BT_STACK_LOG=1
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set BT_FORCE_THROTTLE=0.6
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set BT_FORCE_TURN=0.25
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set HEAPSIZE=15000000
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set L4GAUGE=640x480x16
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call setenv.bat r s n p
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32rtm.exe -x
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BTL4REC.EXE -egg testarn.egg > COM3
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echo GAME-RC=%errorlevel% >> RC.TXT
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32rtm.exe -u
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echo ALPHA1-RUN-DONE
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pause
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