[quake3] Intel Mac Services

Scott Harper orcein at gmail.com
Wed May 17 15:32:29 EDT 2006


Cool, that worked very well! ^_^  (Guess it's nothing to be TOO happy  
about, but y'know the first time you do something the "real" way...  
it feels prett good. ^^;;)

Anyway, the windowed mode worked just fine, and I got a nice trace as  
so (with a little of the stuff before, 'cause some of it looked useful).

That OALSource::ACComplexInputDataProc() makes me think it's some  
sort of audio issue?  Which makes sense, because the audio always (I  
noticed today) died just moments before the crash...

I don't suppose there's a reference online about "Jumping into Q3  
Source" that would help me sift through the code?  This is the first  
exposure I've ever had to trying to help a project where many people  
were involved, so I'm very new to how it all works...  Sorry for  
bringing along all these newbie questions.  My education in software  
development is still pretty new, and more rooted in the world of Java  
than C/C++.  (That's what many universities are using lately...)  And  
everything I know about the unix side of my OS I've had to pick up as  
I've gone along... ^^;;  I hope I'm not irritating too many of y'all.

--Scott

----- finished R_Init -----
Loading vm file vm/ui.qvm...
Architecture doesn't have a bytecode compiler, using interpreter
ui loaded in 2348480 bytes on the hunk
35 arenas parsed
32 bots parsed
Loading vm file vm/cgame.qvm...
Architecture doesn't have a bytecode compiler, using interpreter
cgame loaded in 5773216 bytes on the hunk
stitched 0 LoD cracks
...loaded 5823 faces, 189 meshes, 49 trisurfs, 37 flares
CL_InitCGame:  1.51 seconds
688 msec to draw all images
Com_TouchMemory: 0 msec
Scott Evil^7 entered the game

Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: KERN_PROTECTION_FAILURE at address: 0x00000011
[Switching to process 27400 thread 0x7c3f]
0x990d23c5 in OALSource::ACComplexInputDataProc ()
(gdb) bt
#0  0x990d23c5 in OALSource::ACComplexInputDataProc ()
#1  0x93e79e81 in AudioConverterChain::CallInputProc ()
#2  0x93e79b1e in AudioConverterChain::FillBufferFromInputProc ()
#3  0x93e79376 in BufferedAudioConverter::GetInputBytes ()
#4  0x93e79207 in CBRConverter::RenderOutput ()
#5  0x93e78f6b in BufferedAudioConverter::FillBuffer ()
#6  0x93e7932a in BufferedAudioConverter::GetInputBytes ()
#7  0x93e79207 in CBRConverter::RenderOutput ()
#8  0x93e78f6b in BufferedAudioConverter::FillBuffer ()
#9  0x93e790f9 in AudioConverterChain::RenderOutput ()
#10 0x93e78f6b in BufferedAudioConverter::FillBuffer ()
#11 0x93e78df8 in AudioConverterFillComplexBuffer ()
#12 0x990d28b6 in OALSource::DoRender ()
#13 0x70042ab8 in AUPeakLimiterEntry ()
#14 0x70042d07 in AUPeakLimiterEntry ()
#15 0x7004650a in AUMixer3DEntry ()
#16 0x7004752e in AUMixer3DEntry ()
#17 0x700085ac in DefaultOutputAUEntry ()
#18 0x7000fa5c in AUHighShelfFilterEntry ()
#19 0x70008e45 in DefaultOutputAUEntry ()
#20 0x700d9e09 in AUNetSendEntry ()
#21 0x700d94bb in AUNetSendEntry ()
#22 0x93e79e81 in AudioConverterChain::CallInputProc ()
#23 0x93e79b1e in AudioConverterChain::FillBufferFromInputProc ()
#24 0x93e79376 in BufferedAudioConverter::GetInputBytes ()
#25 0x93e79207 in CBRConverter::RenderOutput ()
#26 0x93e78f6b in BufferedAudioConverter::FillBuffer ()
#27 0x93e790f9 in AudioConverterChain::RenderOutput ()
#28 0x93e78f6b in BufferedAudioConverter::FillBuffer ()
#29 0x93e78df8 in AudioConverterFillComplexBuffer ()
#30 0x700089dd in DefaultOutputAUEntry ()
#31 0x700085ac in DefaultOutputAUEntry ()
#32 0x70007a51 in DefaultOutputAUEntry ()
#33 0x91462c76 in HP_IOProc::Call ()
#34 0x9146229e in IOA_Device::CallIOProcs ()
#35 0x91462029 in HP_IOThread::PerformIO ()
#36 0x9146057b in HP_IOThread::WorkLoop ()
#37 0x914601d1 in HP_IOThread::ThreadEntry ()
#38 0x9145480d in CAPThread::Entry ()
#39 0x90024a27 in _pthread_body ()

On May 17, 2006, at 1:04 PM, Tony J. White wrote:

> On Wed, May 17, 2006 at 12:31:21PM -0600, Scott Harper wrote:
>> I suppose I should be ashamed to admit this, but... I've never  
>> used a debugger
>> outside an IDE before... -.-;;  I'm a master at XCode debugging  
>> and NetBeans
>> debugging.  I've even done a little in Eclipse.  But I've never  
>> flat-out used
>> GDB from the terminal. (Mac OS X defauls to bash.)
>>
>> Any hints?
>
> Crash course:
>
> 1) ssh into your mac from another machine
> 2) cd to your directory that contains quake3.x86
> 3) run 'gdb'
> 4) at the gdb> prompt run 'file quake3.x86' then 'run'
> 5) get quake3 to crash
> 6) run 'bt' at your gdb prompt
>
> That should give you a backtrace of the function calls leading up  
> to the
> crash.  You may need to 'make debug' to get the symbol names in the  
> binary
> though.
>
> Perhaps the ssh part can be left off if you can get quake3 to run  
> in a window
> like Tim suggested, but I was under the impression that windowed  
> mode didn't
> work on OS X.
>
> -Tony




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