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View Full Version : GameAssetDatabase Checkpoint Re-creation Crash



Cors
01-09-2010, 12:39 PM
When I start the editor, it prompts me to re-create the GameAssetDatabase checkpoint file then asserts on line 560 in Array.h.

I am running Windows 7. I have set all the executables in the binaries folder to "Run as administrator".



Log: Log file open, 01/09/10 12:27:07
Init: Version: 6094
Init: Epic Internal: 0
Init: Compiled (32-bit): Dec 10 2009 13:30:04
Init: Changelist: 422614
Init: Command line: editor COF-Castle01 -log -norc -Exec=UnrealFrontend_TmpExec.txt -DEFENGINEINI=..\..\UTGame\Config\DefaultEngineUDK. ini
Init: Base directory: C:\Projects\CoF\Binaries\Win32\
Init: Character set: Unicode
Init: Computer: PHOENIX
Init: User: brianholinka
Init: CPU Page size=4096, Processors=2
Init: High frequency timer resolution =2.337910 MHz
Init: Memory total: Physical=3.0GB Pagefile=6.0GB Virtual=2.0GB
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: WinSock: I am Phoenix (192.168.1.101:0)
Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
Init: Object subsystem initialized
Log: Initializing FaceFX...
Log: FaceFX initialized:
Log: version : 1.7.3.1
Log: licensee: Unreal Engine 3 Licensee
Log: project : Unreal Engine 3 Project
Log: ... Loaded 182 shaders (0 legacy, 0 redundant)
Log: ... Loaded 172 shaders (0 legacy, 0 redundant)
Log: Shader cache for LocalShaderCache-PC-D3D-SM3 contains 3 materials (0 redundant)
Log: ... Loaded 10899 shaders (0 legacy, 127 redundant)
Log: Shader cache for RefShaderCache-PC-D3D-SM3 contains 740 materials (0 redundant)
Log: 83466 objects as part of root set at end of initial load.
Log: 0 out of 0 bytes used by permanent object pool.
Log: Supported Consoles:
Log: PC
Log: Initializing Engine...
Log: Encountered missing default brush - spawning new one
Init: UEngine initialized
Init: Transaction tracking system initialized
Log: Can't find edit package 'OnlineSubsystemGameSpy'
Log: Can't find edit package 'OnlineSubsystemLive'
Init: Using 'Speakers (Creative SB X-Fi)' : 6 channels at 48 kHz using 32 bits per sample
Log: XAudio2Device: Allocated 32 sources
Log: XAudio2Device: CommonAudioPoolSize is set to 0 - disabling persistent pool for audio data
Init: XAudio2Device initialized.
Init: Client initialized
Init: Editor engine initialized
Log: Initializing Engine Completed
Log: >>>>>>>>>>>>>> Initial startup: 5.02s <<<<<<<<<<<<<<<
Cmd: MODE MAPEXT=udk
Log: GameAssetDatabase: Checkpoint file name: ..\..\UTGame\Content\GameAssetDatabase.checkpoint
Log: GameAssetDatabase: Existing checkpoint file contains timestamp: 12/10/2009 1:41:17 PM.
Log: GameAssetDatabase: Loaded 4052 assets, 5361 tags/collections (487 in use) from the checkpoint file.
Log: GameAssetDatabase: Updating database from content packages...
Log: GameAssetDatabase: 88 object class types will be processed.
Log: GameAssetDatabase: Found 235 packages.
Critical: appError called: Assertion failed: i>=0 && (i<ArrayNum||(i==0 && ArrayNum==0)) [File:c:\depot\unrealengine3\development\src\core\i nc\Array.h] [Line: 560]

Stack: Address = 0x0 (filename not found)

Critical: Windows GetLastError: The specified module could not be found. (126)
Log: === Critical error: ===
Assertion failed: i>=0 && (i<ArrayNum||(i==0 && ArrayNum==0)) [File:c:\depot\unrealengine3\development\src\core\i nc\Array.h] [Line: 560]

Stack: Address = 0x0 (filename not found)


System.Runtime.InteropServices.SEHException error in UDK:

External component has thrown an exception.

at LoadObject<class UClass>(UObject* , Char* , Char* , UInt32 , UPackageMap* )
at FGameAssetDatabase.GatherAssetsFromPackageLinker(F GameAssetDatabase* , ULinkerLoad* InLinker, TSet<FName\,DefaultKeyFuncs<FName\,0>\,FDefaultSetAllocator>* InAllowedClasses, TSet<FName\,DefaultKeyFuncs<FName\,0>\,FDefaultSetAllocator>* InOutCurrentlyExistingAssets)
at FGameAssetDatabase.RebuildDefaultTags(FGameAssetDa tabase* , TSet<FName\,DefaultKeyFuncs<FName\,0>\,FDefaultSetAllocator>* OutCurrentlyExistingAssets)
at FGameAssetDatabase.UpdateDatabase(FGameAssetDataba se* , FGameAssetDatabaseStartupConfig* InConfig)
at FGameAssetDatabase.Init(FGameAssetDatabaseStartupC onfig* InConfig, FString* OutInitErrorMessageText)
at FGameAssetDatabase.ShowJournalAlarmDialog()
at FGameAssetDatabase.CheckJournalAlarm()
at GuardedMain(Char* , HINSTANCE__* , HINSTANCE__* , Int32 )
at ManagedGuardedMain(Char* CmdLine, HINSTANCE__* hInInstance, HINSTANCE__* hPrevInstance, Int32 nCmdShow)Address = 0x75529617 (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
Address = 0x59da81 (filename not found) [in C:\Projects\CoF\Binaries\Win32\UDK.exe]

Argawaen
01-11-2010, 01:53 PM
> If all else fails, this person can disable the alarm by changing the following in EditorUserSettings. Not ideal, but it'll stop the crash.

> [GameAssetDatabase]
> UseJournalUpdateAlarm=FALSE

Blade[UG]
01-11-2010, 06:58 PM
Is there a way to force a rebuild of this database? Someone committed one on a svn repo that im in, and that seems like its a bad thing.

Star Weaver
01-21-2010, 08:47 PM
Hey, I was just having this problem too and I think I may have found the cause. It looks like the Editor is saving the JournalAlarmTime in the system regional date format, or some corruption of it.

After running the editor once, I found this in UTEditorUserSettings.ini:


[GameAssetDatabase]
JournalAlarmTime=2010-01-28 200630After resetting my Regional Settings to English (via the Control Panel -- WinXP32-SP3 if it's important), deleting those lines from the INI, and trying again, it wrote out this:


[GameAssetDatabase]
JournalAlarmTime=1/28/2010 8:39:11 PMAnd didn't crash the next time I started it.

bigjohn
02-01-2010, 01:17 AM
I'm having this exact same issue. The editor runs exactly once when I don't have the [GameAssetDatabase] entry. When I close it, it then adds that entry to the UTEditorUserSettings.ini file like this:


[GameAssetDatabase]
JournalAlarmTime=Sun 2 7 10:12:27 PM

And this makes it crash.

If I delete that entry, the editor loads up just fine, but then creates that entry again. Which leads it to crash again. What I've done to solve it is to change it to this:

[GameAssetDatabase]
JournalAlarmTime=

Essentially blanking it out, and then making the file read-only. This stops it from crashing, and stops it from re-creating that entry. But obviously that's not an ideal solution. Hopefully this can be fixed in some future version, as it seems very minor

Edit:
Forgot to mention, I'm on US Windows7 64 bit, running the UDK-2010-01 version.