error while launching on Linux
Open, Needs TriagePublic

Description

What is happening:
Crashes when starting the game.
I just updated my system and this is likely related, but I can't interpret the stack trace because I have no way of knowing what is in ScreenSelector.so.
Please help

Game client version:
legends-of-equestria-legends-of-equestria-linux-lar-universal-21.zip

Reproduced by:
only here

Reproduced on:
Linux 64-bit

Crash logs or exceptions generated:

Here's what it says:

maze@bread ~/games/loe 23:52 ./loe.x86_64 
Set current directory to /home/maze/games/loe
Found path: /home/maze/games/loe/loe.x86_64
Mono path[0] = '/home/maze/games/loe/loe_Data/Managed'
Mono config path = '/home/maze/games/loe/loe_Data/Mono/etc'
Preloaded 'ScreenSelector.so'
Preloaded 'libopenvr_api.so'
Unable to preload the following plugins:
	ScreenSelector.so
Logging to /home/maze/.config/unity3d/LoE/Legends of Equestria/Player.log
Stacktrace:


Native stacktrace:

	/home/maze/games/loe/loe_Data/Mono/x86_64/libmono.so(+0x98592) [0x7ffb0c97b592]
	/usr/lib/libpthread.so.0(+0x147ff) [0x7ffb2aa397ff]
	/usr/lib/libc.so.6(gsignal+0x145) [0x7ffb2a544ce5]
	/usr/lib/libc.so.6(abort+0x12a) [0x7ffb2a52e856]
	./loe.x86_64() [0x9edeeb]
	/home/maze/games/loe/loe_Data/Mono/x86_64/libmono.so(+0xd8e84) [0x7ffb0c9bbe84]
	/home/maze/games/loe/loe_Data/Mono/x86_64/libmono.so(+0x3713e) [0x7ffb0c91a13e]
	/usr/lib/libpthread.so.0(+0x147ff) [0x7ffb2aa397ff]
	./loe.x86_64() [0x8e3458]
	./loe.x86_64() [0x4d836f]
	./loe.x86_64() [0x4e2822]
	./loe.x86_64() [0x4dd151]
	./loe.x86_64() [0xf228e8]
	./loe.x86_64() [0x1b13584]
	./loe.x86_64() [0x1b3a75a]
	./loe.x86_64() [0x1b3aaad]
	./loe.x86_64() [0x1b3ac27]
	./loe.x86_64() [0x1b3adc3]
	./loe.x86_64() [0x1b2aa97]
	./loe.x86_64() [0x1b1fe5d]
	./loe.x86_64() [0xf278dc]
	./loe.x86_64() [0xf27dfc]
	./loe.x86_64() [0xf28b36]
	./loe.x86_64() [0xa1ee80]
	./loe.x86_64() [0xa1f187]
	./loe.x86_64() [0xa22603]
	./loe.x86_64() [0xa2785b]
	./loe.x86_64() [0xa27be4]
	./loe.x86_64() [0x505491]
	./loe.x86_64() [0x81419a]
	./loe.x86_64() [0x46adf7]
	/usr/lib/libc.so.6(__libc_start_main+0xf2) [0x7ffb2a530022]
	./loe.x86_64() [0x478388]

Debug info from gdb:


=================================================================
Got a SIGABRT while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries 
used by your application.
=================================================================

Aborted (core dumped)

And here is Player.log:

Desktop is 1920 x 1080 @ 60 Hz
New context 0x2eb8660 created with attributes:
Initialize engine version: 2018.1.9f2 (a6cc294b73ee)
GfxDevice: creating device client; threaded=1
Renderer: Radeon RX 560 Series (POLARIS11, DRM 3.36.0, 5.5.8-arch1-1, LLVM 9.0.1)
Vendor:   X.Org
Version:  4.5 (Core Profile) Mesa 19.3.4
GLES:     0
 GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_multisample_advanced GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_dist
ance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object G
L_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_sparse_buffer GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_obje
ct_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_meminfo 
GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_image_load_formatted GL_EXT_shader_integer_mix GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex
_attrib_64bit GL_EXT_window_rectangles GL_IBM_multimode_draw_arrays GL_KHR_blend_equation_advanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NVX_gpu_memory_info GL_NV_conditional_render GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_NV_vdpau_interop GL_OES_EGL_image GL_S3_s3tc
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level  <OpenGL 4.5> ; Context handle 48989792
Receiving unhandled NULL exception
#0  0x007ffe0d90d3c0 in funlockfile
#1  0x007ffe0d90da80 in operator delete(void*)
#2  0x007ffe0d90da90 in zcfree
#3  0x007ffe0d90dad0 in operator delete(void*)
#4  0x007ffe0d90db10 in operator new[](unsigned long)
#5  0x007ffe0d90dbe0 in operator delete(void*)
#6  0x007ffe0d90dbf0 in FMOD::Memory_DefaultFree(void*, unsigned int, char const*)
#7  0x007ffe0d90dd60 in FMOD::OutputALSA::mixThreadCallback(void*)
#8  0x007ffe0d90dd90 in FMOD::OutputALSA::mixThreadCallback(void*)
#9  0x007ffe0d90ddd0 in FMOD::OutputALSA::mixThreadCallback(void*)
#10 0x007ffe0d90de80 in FMOD::OutputALSA::getDriverNameCallback(FMOD_OUTPUT_STATE*, int, char*, int)
#11 0x007ffe0d90df60 in FMOD::SystemI::streamThread(void*)
#12 0x007ffe0d90e1b0 in FMOD::MemPool::~MemPool()
#13 0x007ffe0d90e1e0 in operator delete(void*)
#14 0x007ffe0d90e300 in operator delete(void*)
#15 0x007ffe0d90e440 in operator delete(void*)
#16 0x007ffe0d90e450 in operator delete(void*)
#17 0x007ffe0d90e480 in operator delete(void*)
#18 0x007ffe0d90e4d0 in operator delete(void*)
#19 0x007ffe0d90e730 in operator delete(void*)
#20 0x007ffe0d90e780 in operator delete(void*)
#21 0x007ffe0d90e840 in operator delete(void*)
#22 0x007ffe0d90e940 in operator delete(void*)
#23 0x007ffe0d90e9d0 in zcfree
#24 0x007ffe0d90efc0 in __libc_start_main
#25 0x007ffe0d90f090 in zcfree
Maze created this task.Mar 11 2020, 11:15 PM
Maze added a comment.May 24 2020, 8:09 PM

I noticed that this issue goes away if I install Pulseaudio. It appears again if I uninstall Pulseaudio. I have played LoE without Pulseaudio many times, so this is surprising. Anyway it seems this issue is audio-related.