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SeventySixx avatar SeventySixx commented on July 26, 2024 1

I have to check, I let you know later what version I own. It hanged after playing for a while (about 1 hour)... maybe was a "coincidence", I have to do more tries to be sure

EDIT: the CRC is fc99ec8c , not sure if it's the GH edition because the CRC are the same: https://wiki.pcsx2.net/The_Simpsons:_Hit_%26_Run . I confirm, just loaded the save (was in the Nuclear Power Facility, just in front to Homer's office) and closed content, RA freezed and I had to force closing.

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inactive123 avatar inactive123 commented on July 26, 2024 1

It is not related, it's just a random backport. However, I have noticed that there are fewer hangs/freezes now when closing a game that uses MTGS (like Tekken Tag). Might not be an entirely reliable observation so far and might be susceptible to placebo, but it doesn't seem to hurt so far at least.

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sonninnos avatar sonninnos commented on July 26, 2024 1

Nah, that did not make a difference, my problem is something CMAKE_C_COMPILER and CMAKE_CXX_COMPILER related.

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Auster-South-Anemoi avatar Auster-South-Anemoi commented on July 26, 2024

Some that hang for me on Ubuntu 20.04.2 LTS with the 639eabe update of PCSX2:

  • Devil May Cry [SLUS20216] (NTSC-U)
  • Final Fantasy X (Platinum) [SCES50490] (PAL Australia) - Not entirely sure about this one, as it only hanged once out of the 3 times I tested it
  • Fullmetal Alchemist 2 - Curse of the Crimson Elixir [SLUS21166] (NTSC-U)
  • Godzilla Unleashed [SLUS21707] (NTSC-U)
  • Ico [SCES50760] (PAL)
  • Naruto Shippuden - Ultimate Ninja 4 [SLUS21862] (NTSC-U)
  • The Simpsons Game [SLUS21665] (NTSC-U)

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covey-j avatar covey-j commented on July 26, 2024

Some that hang for me on Ubuntu 20.04.2 LTS with the 639eabe update of PCSX2:

* Devil May Cry [SLUS20216] (NTSC-U)

* Final Fantasy X (Platinum) [SCES50490] (PAL Australia) - Not entirely sure about this one, as it only hanged once out of the 3 times I tested it

* Fullmetal Alchemist 2 - Curse of the Crimson Elixir [SLUS21166] (NTSC-U)

* Godzilla Unleashed [SLUS21707] (NTSC-U)

* Ico [SCES50760] (PAL)

* Naruto Shippuden - Ultimate Ninja 4 [SLUS21862] (NTSC-U)

* The Simpsons Game [SLUS21665] (NTSC-U)

Do these all hang on Close Content, specifically? I tried Devil May Cry and it hung at the intro video, but I seemed to be able to close content just fine.

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SeventySixx avatar SeventySixx commented on July 26, 2024

For the moment I found these games:

  • Simpsons Hit & Run (NTSC-U)

  • Persona 4 (PAL) (after some time of play)

EDIT: It seems that some hang after some time of play, as Persona 4 in my list. I tried just after the boot and don't hangs. After hanging, when returned to Retroarch, if I launch again the content it CTD as before.

EDIT2 : I was wrong, for Persona 4 if close/open while initial BIOS logo no problem, but once the game is loaded it CTD when closing

EDIT3: On latest core builds Persona 4 stopped to CTD on closing content

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Auster-South-Anemoi avatar Auster-South-Anemoi commented on July 26, 2024

Do these all hang on Close Content, specifically? I tried Devil May Cry and it hung at the intro video, but I seemed to be able to close content just fine.

I tested quite a few times between yesterday and today, and here's what I found:

  • If I close content before getting to the start screen, it doesn't hang.
  • If I close content while in the start screen, it almost always hangs.
  • If I close content as soon as I take control of Dante, it almost never hangs.
  • After I take control of Dante, if I move him a bit until the camera position changes for the first time, then close content, it would hang every time I did that.
  • Pre-rendered CGs and cutscenes run perfectly for me.
  • Skipping videos doesn't appear to affect whether close content makes the game hang or not.
  • The game has a small chance of crashing Retroarch, killing the whole process, as soon as I load it.

So, according to these tests, it seems that the game, at least for me, hangs only on specific times (before I'd only go to the start screen to test close content), but hanging is still a bit random.

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Auster-South-Anemoi avatar Auster-South-Anemoi commented on July 26, 2024
* Simpsons Hit & Run (NTSC-U)

At what point of the game does the game hangs for you, @SeventySixx ?
Also, unsure if this changes anything, but is your game the black label or greatest hits version?
I already tested the game and it wouldn't hang in the usual moment I'd try, but I could try to test the game more in-depth, in case hanging is situational and somewhat random like Devil May Cry was.

(edit: forgot a word)

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SeventySixx avatar SeventySixx commented on July 26, 2024

No Idea why, but with latest core builds Persona 4 stopped to CTD when closing content, also after long play sessions.

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inactive123 avatar inactive123 commented on July 26, 2024

I saw this -

PCSX2/pcsx2#4483

Can this help fix our problems on Close Content/exiting RA? Hopefully it takes care of the zombie process too.

I have committed this, let me know if it resolves some of these issues.

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inactive123 avatar inactive123 commented on July 26, 2024

Hmm, with Tekken Tag instead of it either freezing or leaving behind a zombie process, when selecting 'Close Content' it now just crashes retroarch instead (it doesn't leave behind a zombie process though). So it's difficult to tell if this is progress or if there is some other thread now that is misbehaving and not properly shutting down.

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inactive123 avatar inactive123 commented on July 26, 2024

Tried another game (Ridge Racer V - a game which is less sensitive to these kinds of crashes/hangs on content closing). While it does allow me to go back to RetroArch and shut it down without crashing, it does unfortunately leave behind a zombie process again. So we're still unfortunately not out of the woods on this issue.

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SeventySixx avatar SeventySixx commented on July 26, 2024

@twinaphex I tried quickly few games, Burnout now crashes at the second run, while before used to run multiple times in a row without crash. Tried another game (puzzle Quest) and didn't crash after multiple open/close. Same Persona 4, no crashes .

So at the moment I can't say if it improves or not, I think we need more tests on it, to see also how behave after long playing sessions.

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inactive123 avatar inactive123 commented on July 26, 2024

Alright, if you wish we can revert it for now then since it doesn't seem to actually help right now. What I suspect is going on is that there are more subsystems going on in PCSX2 that also don't cleanly deinit and become 'stuck'.

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SeventySixx avatar SeventySixx commented on July 26, 2024

I seen you rollback the initial backport, and added the new one PCSX2/pcsx2#4227. It's always related to this issue?

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covey-j avatar covey-j commented on July 26, 2024

I saw this -

PCSX2/pcsx2#4483

Can this help fix our problems on Close Content/exiting RA? Hopefully it takes care of the zombie process too.

I have committed this, let me know if it resolves some of these issues.

I saw this as well about a week or two ago. Didn't seem to help too much from what I remember. I suspect the majority of this issue is related to our handling of the MTGS and MTVU threads. There are many significant differences in that area compared to standalone, so I'd be very pleasantly surprised if backporting a standalone bug fix addressed this issue.

I think our best bet on this might be to use a tool like TSan to identify and correct these data races.

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inactive123 avatar inactive123 commented on July 26, 2024

This is a stack trace I managed to get by managing to get RetroArch to hang when selecting 'Close Content' with the game Tekken Tag Tournament. I then attach the hanged process retroarch.exe to the VS2019 debugger, do event logging and select Break All.

image

image

What's important to understand here too is that the PCSX2 core for windows is actually using a homegrown pthreads wrapper, pthreads4w (deps/pthreads4w).

And here is the main thread:

image

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sonninnos avatar sonninnos commented on July 26, 2024

What happens if that INFINITE on the WaitForSingleObject is instead a reasonable amount of milliseconds?

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Fohdeesha avatar Fohdeesha commented on July 26, 2024

What happens if that INFINITE on the WaitForSingleObject is instead a reasonable amount of milliseconds?

Was this ever tested/investigated?

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sonninnos avatar sonninnos commented on July 26, 2024

Was this ever tested/investigated?

I tried and tried but wasn't able to get this core to build on my MSYS2 setup, so I guess no..

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Fohdeesha avatar Fohdeesha commented on July 26, 2024

Was this ever tested/investigated?

I tried and tried but wasn't able to get this core to build on my MSYS2 setup, so I guess no..

if you have a spare moment, would you mind retrying now that this has been committed to main? - libretro/pcsx2@408e3b2

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