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>
109 lines
5.8 KiB
Plaintext
109 lines
5.8 KiB
Plaintext
BattleTech v4.10
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BTL4Application::BTL4Application
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GaugeInterpreter: undefined label 'Initialization'
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[exp] master player experience=2 simLive=1 heatModelOn=1 advDamage=1
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[role] 'Role::Default' lives=1000 killBonus=500 dmgMod=1
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[torso] horizJoint 'jointtorso' -> 0x00a3fe78 type=1 enabled=1
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[weap] 'AFC100' seg=13 mount=sitelgunport rear=0
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[proj] 'AFC100' ammoBinIndex=21 -> AmmoBinAFC100 (rounds=20)
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[weap] 'ERLLaser' seg=7 mount=siterugunport rear=0
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[weap] 'ERSLaser_1' seg=13 mount=sitelgunport rear=0
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[weap] 'ERSLaser_2' seg=8 mount=siterdgunport rear=0
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[weap] 'LRM15_1' seg=18 mount=sitelmissleport rear=0
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[proj] 'LRM15_1' ammoBinIndex=26 -> AmmoBinLRM15_1 (rounds=16)
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[weap] 'LRM15_2' seg=19 mount=sitermissleport rear=0
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[proj] 'LRM15_2' ammoBinIndex=28 -> AmmoBinLRM15_2 (rounds=16)
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[mech] segment walk done: subsystemCount=32 weaponCount=6
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[skel] jointSubsystem=0x009e6d84 jointCount=25
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[mech] model params: walkTR=65 runTR=40 maxAcc=20 throttleAdj=0.8 (deg,deg,u/s^2,scale)
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[mech] look angles: L=50 R=-50 F=-15 B=0 (deg)
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[mech] damage zones streamed: 22 [dz_dtorso,dz_hip,dz_larm,dz_ldleg,dz_ldoor,dz_lfoot,dz_lgun,dz_ltorso,dz_luleg,dz_rarm,dz_rdleg,dz_rdoor,dz_reardtorso,dz_rearltorso,dz_rearrtorso,dz_rearutorso,dz_rfoot,dz_rgun,dz_rtorso,dz_ruleg,dz_searchlight,dz_utorso]
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[cyl] table 'madcat' LOADED rows=7
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[valve] 'Condenser1' valve=1 flow=0.166667
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[valve] 'Condenser2' valve=1 flow=0.166667
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[valve] 'Condenser3' valve=1 flow=0.166667
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[valve] 'Condenser4' valve=1 flow=0.166667
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[valve] 'Condenser5' valve=1 flow=0.166667
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[valve] 'Condenser6' valve=1 flow=0.166667
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[mapper] ctor id=0 throttleAttr=0x002c30f8 controlModeAttr=0x002c3134
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[gau2] cluster slot=14 classID=3011 auxScreen=5 name=Avionics
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[gau2] cluster slot=15 classID=3014 auxScreen=6 name=Myomers
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[gau2] cluster slot=22 classID=3021 auxScreen=1 name=AFC100
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[gau2] cluster slot=23 classID=3016 auxScreen=10 name=ERLLaser
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[gau2] cluster slot=24 classID=3016 auxScreen=3 name=ERSLaser_1
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[gau2] cluster slot=25 classID=3016 auxScreen=12 name=ERSLaser_2
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[gau2] cluster slot=27 classID=3024 auxScreen=2 name=LRM15_1
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[gau2] cluster slot=29 classID=3024 auxScreen=9 name=LRM15_2
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ColorMapperArmor warning: damage zone dz_missle not found
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ColorMapperArmor warning: damage zone dz_missle not found
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ColorMapperArmor warning: damage zone dz_lmissle not found
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ColorMapperArmor warning: damage zone dz_rmissle not found
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ColorMapperArmor warning: damage zone dz_ftorso not found
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ColorMapperArmor warning: damage zone dz_btorso not found
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[link] InitializePlayerLink -> vehicle playerLink=0x00ac513c
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[launch] state=11 minPriorityEmpty=0 ticks=10820
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[queues] p0=BUSY p1=BUSY p2=BUSY p3=BUSY p4=- nextReady=1
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[launch] state=11 minPriorityEmpty=0 ticks=11832
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[queues] p0=BUSY p1=BUSY p2=BUSY p3=BUSY p4=- nextReady=1
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[launch] state=11 minPriorityEmpty=0 ticks=12842
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=11 minPriorityEmpty=0 ticks=13851
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=11 minPriorityEmpty=0 ticks=14860
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=15958
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=17008
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=18070
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=19132
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=20193
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=21253
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=22362
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=23473
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[stack] frame at 0x12dee7 drift=0 over 1001 frames ticks=24504 pump=352/1499
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[launch] state=2 minPriorityEmpty=0 ticks=24583
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=25692
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=26803
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=27912
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=29021
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=30132
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=31241
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=32350
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=33461
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=34572
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=35681
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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LBE4ControlsManager::Execute, lost RIO analog request
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iThinkIRQIsOn =1, actual state =1, characters sent =5012
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[launch] state=2 minPriorityEmpty=0 ticks=36694
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=37738
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=38800
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[launch] state=2 minPriorityEmpty=0 ticks=39861
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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[stack] frame at 0x12dee7 drift=0 over 2002 frames ticks=40606 pump=495/2643
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[launch] state=2 minPriorityEmpty=0 ticks=40922
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[queues] p0=BUSY p1=- p2=BUSY p3=- p4=- nextReady=1
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Reference to a page you don't own
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PF cr2= 7000 FA64 at 00FF 0000 66D9
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Unhandled exception 000E at 00FF 66D9 ErrCode 0004
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