Elvas Tower: Traffic Train Vanishes in x2127 - Elvas Tower

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Traffic Train Vanishes in x2127 Unhanded Exception Error Message Rate Topic: -----

#1 User is offline   R H Steele 

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Posted 29 March 2014 - 12:05 AM

I have been testing and working with an activity (for Clinch Valley) in Vx2111, everything runs smooth, ran the activity to the end, made some minor timing adjustments and decided to try it in Vx2127. One of the first traffic trains vanished as it was passing the player train. The Houdini Special. Got a popup in the screen of an overflow, when I tried to access the Dispatch Window. Had to quit, no other options work. Attached copy of message and log. It's late will check on it some more tomorrow. Probably the best solution is the oldest - Man sez to doc, "It hurts when I do this!" Docs reply: (all together now) Don't do that!

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OverflowException: Overflow error.
at System.Drawing.Graphics.CheckErrorStatus(Int32 status)
at System.Drawing.Graphics.FillRectangle(Brush brush, Single x, Single y, Single width, Single height)
at System.Drawing.Graphics.FillRectangle(Brush brush, RectangleF rect)
at ORTS.Debugging.DispatchViewer.GenerateView() in c:\Users\James\Documents\Coding\Jenkins\workspace\Open Rails Experimental\Source\RunActivity\Debugging\DebugViewerForm.cs:line 840
at ORTS.Debugging.DispatchViewer.UITimer_Tick(Object sender, EventArgs e) in c:\Users\James\Documents\Coding\Jenkins\workspace\Open Rails Experimental\Source\RunActivity\Debugging\DebugViewerForm.cs:line 212
at System.Windows.Forms.Timer.OnTick(EventArgs e)
at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3643 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
RunActivity
Assembly Version: 0.0.5200.33700
Win32 Version: 0.0.5200.33700
CodeBase: file:///C:/OPEN%20RAILS/OR%20Vx2127/RunActivity.exe
----------------------------------------
ORTS.Settings
Assembly Version: 0.0.5200.33697
Win32 Version: 0.0.5200.33697
CodeBase: file:///C:/OPEN%20RAILS/OR%20Vx2127/ORTS.Settings.DLL
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.1 built by: SP
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3644 (GDR.050727-3600)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
ORTS.Common
Assembly Version: 0.0.5200.33695
Win32 Version: 0.0.5200.33695
CodeBase: file:///C:/OPEN%20RAILS/OR%20Vx2127/ORTS.Common.DLL
----------------------------------------
Microsoft.Xna.Framework.Game
Assembly Version: 3.1.0.0
Win32 Version: 3.1.10527.0
CodeBase: file:///C:/windows/assembly/GAC_32/Microsoft.Xna.Framework.Game/3.1.0.0__6d5c3888ef60e27d/Microsoft.Xna.Framework.Game.dll
----------------------------------------
Microsoft.Xna.Framework
Assembly Version: 3.1.0.0
Win32 Version: 3.1.10527.0 built by: xnabldr
CodeBase: file:///C:/windows/assembly/GAC_32/Microsoft.Xna.Framework/3.1.0.0__6d5c3888ef60e27d/Microsoft.Xna.Framework.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3645 (GDR.050727-3600)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3644 (GDR.050727-3600)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
GNU.Gettext
Assembly Version: 1.1.5151.39896
Win32 Version: 1.0.0.0
CodeBase: file:///C:/OPEN%20RAILS/OR%20Vx2127/GNU.Gettext.DLL
----------------------------------------
msvcm90
Assembly Version: 9.0.30729.6161
Win32 Version: 9.00.30729.6161
CodeBase: file:///C:/windows/WinSxS/x86_Microsoft.VC90.CRT_1fc8b3b9a1e18e3b_9.0.30729.6161_x-ww_31a54e43/msvcm90.dll
----------------------------------------
MSTS.Formats
Assembly Version: 0.0.5200.33697
Win32 Version: 0.0.5200.33697
CodeBase: file:///C:/OPEN%20RAILS/OR%20Vx2127/MSTS.Formats.DLL
----------------------------------------
ORTS.Content
Assembly Version: 0.0.5200.33696
Win32 Version: 0.0.5200.33696
CodeBase: file:///C:/OPEN%20RAILS/OR%20Vx2127/ORTS.Content.DLL
----------------------------------------
PIEHidDotNet
Assembly Version: 2.2.3.26389
Win32 Version: 1.0.0.4
CodeBase: file:///C:/OPEN%20RAILS/OR%20Vx2127/PIEHidDotNet.DLL
----------------------------------------
MSTS.Parsers
Assembly Version: 0.0.5200.33695
Win32 Version: 0.0.5200.33695
CodeBase: file:///C:/OPEN%20RAILS/OR%20Vx2127/MSTS.Parsers.DLL
----------------------------------------
ORTS.IO
Assembly Version: 0.0.5200.33696
Win32 Version: 0.0.5200.33696
CodeBase: file:///C:/OPEN%20RAILS/OR%20Vx2127/ORTS.IO.DLL
----------------------------------------
ICSharpCode.SharpZipLib
Assembly Version: 0.81.0.1407
Win32 Version: 0.81.0.1407
CodeBase: file:///C:/OPEN%20RAILS/OR%20Vx2127/ICSharpCode.SharpZipLib.DLL
----------------------------------------
System.Management
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/windows/assembly/GAC_MSIL/System.Management/2.0.0.0__b03f5f7f11d50a3a/System.Management.dll
----------------------------------------
GNU.Gettext.WinForms
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Win32 Version: 1.0.5151.39911
CodeBase: file:///C:/OPEN%20RAILS/OR%20Vx2127/GNU.Gettext.WinForms.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

Attached thumbnail(s)

  • Attached Image: Exception.JPG

Attached File(s)



#2 User is offline   R H Steele 

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Posted 29 March 2014 - 11:34 PM

Attached is a zip with screenshots taken at 1 second intervals documenting the vanishing act. Since the train vanished, the switch never clears, the red signal for player never clears and the activity is unable to proceed - well begin, because this happens right at the beginning. Attached is a screenshot of all the trains, inexpertly labeled, to set the scene. This is OR Vx2127, trying to figure out why is making me a little :crazy:

With exactly the same OR settings, this activity runs with no problems from beginning to end in OR Vx2111. It is a loaded coal train bound for West Bluefield. It has 8 meets with traffic trains on the run (3 here at this Wye) to West Bluefield, no deadlocks or other problems.The vanishing AI moves past the stopped AI (NW C630) and clears, the AI C630 also runs and clears. Before this the Player has left the Wye on the way to West Bluefield. None of this occurs in Vx2127. (I did get a nice nap in the cab waiting for the train the reappear :))

Sorry for the edit - added a zip of screenshots of Dispatch Viewer (1 second intervals) and a single to begin with.

Attached thumbnail(s)

  • Attached Image: Clinch Wye.jpg
  • Attached Image: dispatch.jpg

Attached File(s)



#3 User is offline   R H Steele 

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Posted 31 March 2014 - 05:14 PM

I have attached a zip of the activity, if anyone is curious enough to try it. No instructions included you will have to construct the consists, if you don't have any NS or NW rolling stock installed.. Works fine in Vx2111. No guarantees about any other version. I assume that it will run in anything from V09 to Vx2127. You should never assume - why you ask? -- because it makes an as# of u and me.

This activity (CVECOR.zip) is a complete makeover of Denis Gionet's "cvecoal.zip" for the Clinch Valley.

Attached File(s)



#4 User is offline   R H Steele 

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Posted 03 April 2014 - 10:07 PM

Well I have looked at a number of things, found a couple of ace files missing in an engine file, that did not solve problem. Eliminated traffic, nope. Changed consist length and substituted consists, nothing has worked. Funny thing though, the activity works in MSTS, nothing vanishes. Also this activity works as far back as Vx1955 with all traffic present. This particular piece of traffic starts vanishing in Vx2127. Any changes to reading paths? Specifically when an AI trains are removed from simulation when nearing end of path? Could it be because the end point of this path is near the end of the track. I moved it back and it still was removed before finishing the path. This leg of the Wye has not a switch at the end, tracks remain separate. The other leg has a switch near the end.

In all the other versions of Open Rails the AI train is allowed to continue to the end of the path, however, in Version 2127 it is removed before reaching the end. I can't account for it, has to be the way the path is being interpreted. I'm going to wait for the experimental tomorrow and try it again, if it still vanishes going to report it as a bug.

Below is a screenshot from dispatch view in Vx1955, AI makes it through WYE and is nearing end.

Second pair of screenshots ( one second intervals) from Vx2127 show train being removed just after lead engines passed through the WYE

Attached thumbnail(s)

  • Attached Image: bandicam 2014-04-03 22-34-53-562.jpg
  • Attached Image: bandicam 2014-03-30 00-47-14-000.jpg
  • Attached Image: bandicam 2014-03-30 00-47-15-000.jpg


#5 User is online   James Ross 

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Posted 03 April 2014 - 11:51 PM

View PostR H Steele, on 03 April 2014 - 10:07 PM, said:

This particular piece of traffic starts vanishing in Vx2127.


X2127 only made tweaks to the menu options IIRC. What was the last version it worked? We always need a range (i.e. two versions) to identify when something changed. :bigboss:

#6 User is offline   R H Steele 

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Posted 06 April 2014 - 10:02 PM

View PostJames Ross, on 03 April 2014 - 11:51 PM, said:

X2127 only made tweaks to the menu options IIRC. What was the last version it worked? We always need a range (i.e. two versions) to identify when something changed. :clapping:


The activity runs in the following OR's Vx1955, x2029, x2084, and x2111. Stopped running in x2127 (x2111 and x2127 are the two experimental versions I downloaded in consecutive weeks on Friday). Also does not run in x2137. Runs in MSTS. When the Traffic train vanishes the path remains (in red in the Dispatch Viewer - see attached below.). I have switched consists, switched the path ends, removed traffic, changed timing, it still vanishes. Also attached is the log from a save after the traffic train vanished. OR does not load, probably because it is looking for a train that is not there, this log may not be helpful.

Also attached is a zip of screenshots taken from the perspective of the AI train waiting at the outbound leg of WYE for the (vanishing) Train in question. This shows the problem train making it through the WYE and completing its run. Signal does not turn green (do animations only work for player train or in players views?) but AI proceeds then stops. It only moves if the activity is saved and then resumed, then it starts again - in either case this AI clears and does not affect the activity.

Still working with it, at this point I'm determined to figure it out. Of course, you guys will have the route editor completed before I get it figured out. :) Could it be the something with the switch or signal at this point in the WYE? I am not assuming it is a bug just because it ran in previous "X" versions and MSTS, it could be something this was incorrect to begin with (in MSTS and OR) and finally adjusted to perform properly.

Attached is CVECORact.zip which is the activity as I am running it. If anyone wants to try it, you will have to build the consists. Paths, and AI timing and everything else is all laid out. Would be interesting to see if it ran in Vx2127 for someone else. It would point to something wrong that I'm doing.

Attached thumbnail(s)

  • Attached Image: bandicam 2014-04-05 15-55-55-781.JPG
  • Attached Image: bandicam 2014-04-05 15-56-41-640a.JPG

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#7 User is online   James Ross 

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Posted 07 April 2014 - 12:26 AM

View PostR H Steele, on 06 April 2014 - 10:02 PM, said:

The activity runs in the following OR's Vx1955, x2029, x2084, and x2111. Stopped running in x2127 (x2111 and x2127 are the two experimental versions I downloaded in consecutive weeks on Friday).


Okay, so we have a range of 16 builds (2111 -> 2127). All but one of those builds are available on my site, so you should be able to figure it out by downloading and testing just 4 of them. (Binary search is your friend.)

#8 User is offline   R H Steele 

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Posted 07 April 2014 - 10:32 AM

View PostJames Ross, on 07 April 2014 - 12:26 AM, said:

Okay, so we have a range of 16 builds (2111 -> 2127). All but one of those builds are available on my site, so you should be able to figure it out by downloading and testing just 4 of them. (Binary search is your friend.)


Thanks for the kind tutorting, I will gladly play Watson to your Holmes. Now go do more productive things and I'll be fine, this will be fun.

#9 User is offline   R H Steele 

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Posted 07 April 2014 - 04:09 PM

I traced the problem to X2117. Activity runs in X2116 and AI traffic vanishes in X2117 - activity does not run. The only documented change between the two is "2117 Changes to curve resistance - added documentation, defaults and allowance for impact of wheelbase & speed". Beginning with X2111 and continuing to X2116 I had checked the Option/Simulation "Curve Resistance Speed Dependent" Box. In X2117 the two variables "Curve Resistance Multiplier at Zero Speed" and Optimal curve speed factor" were removed. However the "curve resistance....." box still remained checked. Unchecking this box stopped the AI from vanishing. Attached is a screenshot from Dispatch View showing the AI train rounding the curve (it is about halfway through) The idealized path (red) drawn by the Dispatch Viewer is different from the two secants that probably describe the true path of the track as laid in the MSTS route. I know that there are limitation in MSTS as to how accurately real world conditions can be duplicated. Somehow this is causing OR to dump the AI train as it moves through the curve. I suppose it has to do with the difference between the ideal path and the real track, my knowledge stops before this point. Can I shout Eureka? :D

Attached thumbnail(s)

  • Attached Image: Secants.JPG
  • Attached Image: X2116 Curve Resis.JPG
  • Attached Image: X2117a Curve Resis.JPG


#10 User is offline   copperpen 

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Posted 07 April 2014 - 11:14 PM

It appears that this curve resistance change in 2117 is doing something strange. Your AI disappears, my player train and others lock OR under certain conditions. I therefore think the two situations generate the same error, but the AI gets dumped, and the game freezes if it is the player because that cannot be dumped.

Turn curve resistance off and everything works.

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