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by drwr » Tue Nov 08, 2011 12:49 pm
Oops, new fix committed to pfmTrans.cxx, thanks! And I'll be standing by for more information on the deadlock.
David
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by teedee » Tue Nov 08, 2011 5:05 pm
I have some new info.
The chance of deadlock seems to be proportional to the number of sounds playing.
Setting "fmod-number-of-sound-channels" to a sufficiently high number (like 1000) seems to prevent the deadlock, or at least reduce the odds to the point where I could not reproduce it, so it seems likely that it is related to recycling of the sound channels.
I am down to about a third of my code and still able to cause deadlock, I will keep at it.
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by teedee » Wed Nov 09, 2011 9:06 pm
David, I've sent you a PM with a demo which should cause the deadlock.
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by drwr » Fri Nov 11, 2011 12:25 am
Great, thanks! I'll try to check it out shortly.
David
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by teedee » Thu Nov 17, 2011 6:39 am
I hate to be a squeaky wheel, but I need some grease. 
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by drwr » Thu Nov 17, 2011 12:29 pm
Oops, sorry. Sometimes I do need a little nudge.
David
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by drwr » Thu Nov 17, 2011 2:26 pm
Got it! There was indeed a bug in Panda's prev_transform update, which could lead to a deadlock in certain situations--and you happened to be the lucky individual who found one of those situations.
I've just committed a fix. Thanks for the demo program, it made finding the specific problem a thousand times easier!
David
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by teedee » Thu Nov 17, 2011 4:56 pm
Excellent, the deadlock is gone! I seem to be getting some randomish crashes still with 3-thread setup, but I think I'll save that for later.
The other issue is the deformation of vertices on Actors seems to be lagging 1 or 2 frames behind where the skeleton is actually at. Anything attached to an exposed joint appears where it should (for example something held in the Actor's hand), but anything that is part of the Actor (the hand itself) has a sort of delay on it and sometimes jitters between what looks like being 1 frame behind or 2 frames behind. Of course this could be specific to my character setup since I use control joints to procedurally rotate the spine.
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by drwr » Thu Nov 17, 2011 5:27 pm
The random crashes are a little disturbing.
Hmm, I haven't observed this animation lag myself; and as far as I know both vertices and joints should be synchronized. Hate to ask it again, but can you produce a simple demo program that reproduces the problem?
Thanks!
David
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