Alt + F4 crashes KSP
Xinayder opened this issue ยท 10 comments
I've seen this a while ago, happens to me every time I try to force close my KSP while connected to a DMP server.
Just connect to the server, and press Alt+F4 when something like syncing is happening - your game should crash.
I find it a lot when I run two instances of KSP. Dunno if that's your issue too, rocky
I'm unsure if you're serious here.
ALT+F4 closes every single application in the history of GUI's :P
No. If you alft f4, it will appear "a crash has ocurred", and it is DMP bug because every time I close KSP with alt f4 it does not crash.
Actually, I get this whenever I'm inside a server, then when I press alt+f4, the game crashes, with that "a crash has ocurred" pop up.
As linux does not have this error and I can't exactly reproduce or test it, nor do I really have an explaination, I'm going to leave this one for you RockyTV.
godarklight: maybe you should join the dark side of computing :P
at least there should be plenty of logs of this error, since every time you alt+f4 it generates a full error report. hah!
Got 2 logs, both when I was testing my #56? fix. I'll upload them as soon as I'm at the PC.
Reproducible crash when closing KSP without disconnecting DMP first:
========== OUTPUTING STACK TRACE ==================
(0x002E8D58) (KSP): (filename not available): Behaviour::Transfer<StreamedBinaryWrite<0> > + 0x7c628
(0x0414F171) (Mono JIT code): (filename not available): (wrapper managed-to-native) UnityEngine.Time:get_realtimeSinceStartup () + 0x21 (0414F150 0414F19E) [03854E70 - Unity Root Domain] + 0x0
(0x174B6A91) (Mono JIT code): (filename not available): DarkMultiPlayer.NetworkWorker:CheckDisconnection () + 0x59 (174B6A38 174B6ABB) [03854E70 - Unity Root Domain] + 0x0
(0x174B6979) (Mono JIT code): (filename not available): DarkMultiPlayer.NetworkWorker:SendThreadMain () + 0x11 (174B6968 174B69A9) [03854E70 - Unity Root Domain] + 0x0
(0x0411E629) (Mono JIT code): (filename not available): (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) + 0x41 (0411E5E8 0411E67D) [03854E70 - Unity Root Domain] + 0x0
(0x100EFEDE) (mono): (filename not available): mono_set_defaults + 0x22bf
(0x1005D680) (mono): (filename not available): mono_runtime_invoke + 0x51
(0x1005DA9C) (mono): (filename not available): mono_runtime_delegate_invoke + 0x44
(0x1007D968) (mono): (filename not available): mono_thread_interruption_request_flag + 0x440
(0x1010AFE6) (mono): (filename not available): unity_mono_install_memory_callbacks + 0x3a48
(0x74E3919F) (KERNEL32): (filename not available): BaseThreadInitThunk + 0xe
(0x76F1A8CB) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x84
(0x76F1A8A1) (ntdll): (filename not available): RtlInitializeExceptionChain + 0x5a
========== END OF STACKTRACE ===========
**** Crash! ****
A UnityEngine handle is likely disposed of by this point due to it all closing, the issue is the workers that are in another thread; are they set to be background threads? That'll cause them to die as soon as the main thread does.