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Post by shligim on Jan 18, 2012 4:17:20 GMT -5
I noticed the logs being posted were rather short. When I open up "Console" and then run league of Legends I do get an error message from the console. The problem seems to be with Cider..
ReferenceError: Error #1056 The sender[PID] is
[0x0-0xff0ff].com.transgaming.cider.leagueoflegends[857]
This error repeats itself more times than I want to count (30-60).
Also receive this towards the end...
1/18/12 2:05:03 AM [0x0-0xff0ff].com.transgaming.cider.leagueoflegends[857] ReferenceError: Error #1056 1/18/12 2:05:03 AM [0x0-0xff0ff].com.transgaming.cider.leagueoflegends[857] ReferenceError: Error #1056 1/18/12 2:05:03 AM [0x0-0xff0ff].com.transgaming.cider.leagueoflegends[857] gameState = "TERMINATED_IN_ERROR" 1/18/12 2:05:03 AM [0x0-0xff0ff].com.transgaming.cider.leagueoflegends[857] gameStateString = "TERMINATED_IN_ERROR" 1/18/12 2:05:03 AM [0x0-0xff0ff].com.transgaming.cider.leagueoflegends[857] gameState = "TERMINATED_IN_ERROR" 1/18/12 2:05:03 AM [0x0-0xff0ff].com.transgaming.cider.leagueoflegends[857] gameStateString = "TERMINATED_IN_ERROR" 1/18/12 2:05:03 AM [0x0-0xff0ff].com.transgaming.cider.leagueoflegends[857] MasterGameController.currentGame<setter>: Processing update to current game from state: PLAYING_GAME game:[298415056] - Shligim's game (TERMINATED_IN_ERROR) OL(11) 1/18/12 2:05:03 AM [0x0-0xff0ff].com.transgaming.cider.leagueoflegends[857] MasterGameController.updatePlayerRoster: teamOne.length1 1/18/12 2:05:03 AM [0x0-0xff0ff].com.transgaming.cider.leagueoflegends[857] MasterGameController.updatePlayerRoster: teamTwo.length1
Hope this helps, I'll continue working on it as well.
Shligim
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Post by mrpowerful on Jan 18, 2012 4:19:28 GMT -5
good job keep up the great work:)
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Post by theoddone33 on Jan 18, 2012 4:45:18 GMT -5
This isn't so useful as it's just normal game strings. When running it from terminal you get a lot more interesting stuff. First the game logs folder is incomplete. Near the top of a log from two days ago I see these two lines: This is the launching of the actual game client with information about which game you want to join. In a log from today it stops after the Build Version line, so the error is in AirProxyADL.exe. I couldn't get much better information, but running it from terminal pops up a few errors. Unfortunately I didn't do this while it was working so I can't compare to see which errors are new. But these are the only interesting ones printed out at least. (FYI these are printed out when it tries to launch into the game presumably via AirProxyADL.exe.) I doubt it's the directmusic/directplay stuff as that seems pretty fundamental. I am guessing it was running without it before as well. The missing char_traits being set to 0xdeadbeef could definitely crash it but istream usage is probably fairly common so I'd be surprised if it's new. Need to figure out how to get cider to dump more debug info, or give me more info about the crash at least. Hmm... will play around more. Edit: So another thing is when I run AirProxyADL.exe in cider it checks this URL: s3.amazonaws.com/gametreemac.updates/leagueoflegends-test/LOLT-Update-006357.md5Currently that's fetching this data: I think this means that Riot can remote disable 3rd party clients if they want, but I don't know if they have or not because again I don't have a working setup to compare against. Edit 2: So this URL is *not* checked when I run from the actual game. I think this is an implication that it's not a remote disable kicking in but that it is failing before AirProxyADL.exe is actually run. It may be the case that it's looking for it in the wrong path after the update, somehow. I don't know how to get it to break in a debugger to check just yet.
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Post by sciyth on Jan 18, 2012 8:40:36 GMT -5
I'm not an expert on this but are these the game logs or adobe air logs?
we need game logs to see whats happening but i haven't seen anyone succesfuly get them
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Post by Boompje on Jan 18, 2012 8:51:02 GMT -5
iLoL is able to grab some logs.. those are the second logs he gave.
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Post by theoddone33 on Jan 18, 2012 13:04:21 GMT -5
Ok, now I understand that the problem is actually running "League of Legends.exe" and not AirProxyADL.exe. I was able to use this trick to load cider in gdb and run League of Legends.exe: steike.com/code/debugging-itunes-with-gdb/With a breakpoint on exit() this is the callstack I get: #0 0x9194fb05 in exit () #1 0x70013950 in start_server () #2 0x70014edb in CLIENT_InitServer () #3 0x7006da2c in PROCESS_InitWine () #4 0x8000573a in normal_main () #5 0x8000a2b0 in +[WineController startWine:argv:] () #6 0x80006170 in main () Still not much help but something. I have to do real work now but the next step is probably to break in start_server and figure out why it's calling exit() by following the disassembly. pastebin.com/EYRQE1Hj this is the disassembly if anyone wants to look.
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Post by Venia on Jan 18, 2012 13:43:06 GMT -5
Yep, we know that something's calling exit(), we're figuring out what and how to bypass. Thanks for your help though!
Hopefully someone can get you on the dev team.
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Post by gomaros on Jan 18, 2012 13:57:35 GMT -5
Is the code written on Dev C++?
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Post by sciyth on Jan 18, 2012 14:39:00 GMT -5
found this is in a thread in the suggestions section
"000000.603| 64668.0000kb| 24.0000kb added| ALWAYS| CPU: GenuineIntel, Intel(R) Core(TM) i5-2415M CPU @ 2.30GHz, x86 Family 6 Model 42 Stepping 7, 2300 (0 core) 000000.970| 65508.0000kb| 840.0000kb added| ERROR| Failed to create IWbemLocator object. Err code = 0x80040154 000000.971| 65544.0000kb| 36.0000kb added| ALWAYS| Display info: 000000.971| 65544.0000kb| 0.0000kb added| ALWAYS| Physical memory: 4293316608 000001.060| 214328.0000kb| 148784.0000kb added| ALWAYS| Global Log Level set to WARN
^ My Transgaming game logs from the game I just started, but wouldn't load.
Good luck, Boompje."
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Post by picklepandas on Jan 18, 2012 15:13:47 GMT -5
Now I don't know if you guys have these logs already but these were the logs i received after the client crashed on iLol Attachments:
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Post by picklepandas on Jan 18, 2012 15:15:42 GMT -5
Attachments:
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Post by Velkorious on Jan 18, 2012 20:36:07 GMT -5
The stack trace intrigues me.
What if we did a strack trace on both the pc and mac clients, and compared where they diverged? If we can edit the executable such that the mac client to follows the pc client's trace, we may get it working again.
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Post by theoddone33 on Jan 18, 2012 22:54:54 GMT -5
The stack trace intrigues me. What if we did a strack trace on both the pc and mac clients, and compared where they diverged? If we can edit the executable such that the mac client to follows the pc client's trace, we may get it working again. It's 100% inside of wine/cider, not even hitting the LoL code yet. After WoW raid I'm going to look it up in the freely available Wine source as I suspect this bit hasn't changed for about 15 years. Reminds me that Transgaming's version of wine was broken by the recent WoW patch as well which left Linux gamers our in the cold for a while. Casually wondering if it's the same break... will investigate more later. Perhaps the dev team has already looked at all this and I'm just wasting my time, but better to waste my time just in case it helps than sit and wait. Edit: Oh, just saw that they gave up.
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Post by cptshiba on Jan 18, 2012 22:56:32 GMT -5
Apparently the WINE version still works for Linux, or so one of the devs say.
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Post by Venia on Jan 19, 2012 10:17:33 GMT -5
We haven't given up per-se, but some of us are making a wine client just so people will have something to play.
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