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Topic Starter
Zamieci

TheVileOne wrote:

System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode)
at #Lm.#sp.#8Fb(Boolean )
at #Lm.#sp.#Ms()
at #5i.#4i.#Ms()
at #5i.#Gl.#Ms()
at #rb.#xb.#Ms()
at #1h.#0h.#Ms()
at #rb.#xb.#7s()
at #rb.#xb.#it(Object , EventArgs )
at #rb.#Bb.#Dt()
at #rb.#Rb.#Sv(Object , EventArgs )
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #rb.#Rb.#ot()
at #rb.#xb.#ot()
at #1h.#np.#Iwb(String , Boolean )

The game finally crashed on me. All of my crashes with this error happen while I'm spectating people and usually when I have the game minimized.


Graphics card: nVidia GE Force 6200
That sounds like a rather old card. Then again, it's not Intel.

I have never minimized osu! before. (Seriously, I just press the Windows key and go to whatever program that is open, while osu! stays on. the Areo shows osu! some.) I will try to do this and see what happens.
TheVileOne
It's not an old card. You can still buy them new for 50 dollars. I have a new one.

The crash is not consistent on my end. This is like the fourth time it's crashed in a month. I think it's something specific that osu is doing that causes it to crash while spectating.
MillhioreF
This has only happened to me once. The error can occur any time sprite disposal fails for whatever reason, so the stack trace can come from pretty much anywhere.
peppy
Graphics card has nothing to do with it. It's more likely to be a skin or map-specific issue. Why not start narrowing it down until you find the cause?
tsundoll

peppy wrote:

Graphics card has nothing to do with it. It's more likely to be a skin or map-specific issue. Why not start narrowing it down until you find the cause?
It has happened regardless of which skin I use. I suppose I'll start keeping track of every single map it happens on
Topic Starter
Zamieci

peppy wrote:

Graphics card has nothing to do with it. It's more likely to be a skin or map-specific issue. Why not start narrowing it down until you find the cause?
It is hard to determine, since osu! would crash whenever the song loads, but not all the time. I will try and crash on some songs, and then take a look at them to see if they have anything similar that could be the reason.
Blit-Z

Niervaco wrote:

peppy wrote:

Graphics card has nothing to do with it. It's more likely to be a skin or map-specific issue. Why not start narrowing it down until you find the cause?
It is hard to determine, since osu! would crash whenever the song loads, but not all the time. I will try and crash on some songs, and then take a look at them to see if they have anything similar that could be the reason.
just kinda helping but most of the time when i play this map (https://osu.ppy.sh/s/53925) on hard with DT it crashes
sometimes it works but most of the time i would crash and get the same crash log
once again i'm using an intel CPU if that has any factors with the crash issues
[ HCB ]

peppy wrote:

Graphics card has nothing to do with it. It's more likely to be a skin or map-specific issue. Why not start narrowing it down until you find the cause?
hmmm.... skin is the problem?? i think not. it doesn't affect skin at all.because i'm using skin for all of the game mode even in the interface.and never got any error at all.

But something in the error saying "microsoft.xna" i think the problem is connected on microsoft and windows software.
Topic Starter
Zamieci

harizcoolboy wrote:

peppy wrote:

Graphics card has nothing to do with it. It's more likely to be a skin or map-specific issue. Why not start narrowing it down until you find the cause?
hmmm.... skin is the problem?? i think not. it doesn't affect skin at all.because i'm using skin for all of the game mode even in the interface.and never got any error at all.

But something in the error saying "microsoft.xna" i think the problem is connected on microsoft and windows software.
Osu! is running with .NET, a Microsoft product. I think that is why it says that.
TheVileOne
I've been playing http://osu.ppy.sh/b/32610 in CTB HD + HR and restarting the map makes my spectators crash. That's what happened to me when I crashes, they would restart and I would CTD. I was using default skin.


DragonSlayer96

TheVileOne wrote:

I've been playing http://osu.ppy.sh/b/32610 in CTB HD + HR and restarting the map makes my spectators crash. That's what happened to me when I crashes, they would restart and I would CTD. I was using default skin.


I was using WWW's skin https://osu.ppy.sh/u/WubWoofWolf to spectate them. I tried using the default skin, but it keeps on crashing it when I spectate
Topic Starter
Zamieci
Is there anyone who can decipher the code and figure out where and what is crashing?
Ayesha Altugle
got the error here

System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode)
at #Lm.#sp.#8Fb(Boolean )
at #Lm.#sp.#Ms()
at #Vl.#Yo.#0tb()
at #5i.#4i.#Ms()
at #rb.#xb.#Ms()
at #1h.#0h.#Ms()
at #rb.#xb.#7s()
at #rb.#xb.#it(Object , EventArgs )
at #rb.#Bb.#Dt()
at #rb.#Rb.#Sv(Object , EventArgs )
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #rb.#Rb.#ot()
at #rb.#xb.#ot()
at #1h.#np.#Iwb(String , Boolean )
[ Ayase ]
same error here -_-
DeletedUser_3349827
[soft delete]
Nathanael
peppy is unable to fix this issue until we could find the cause.
What we should probably collect:
  1. The beatmap where the crash happens.
  2. File list of the skin that is currently used.
Blit-Z
sometimes this feels like peppy is playing a game with us right now
find that bug and you win something. or something along those lines xD

Nathanael wrote:

peppy is unable to fix this issue until we could find the cause.
What we should probably collect:
  1. The beatmap where the crash happens.
  2. File list of the skin that is currently used.
http://puu.sh/7DBX0 - this should be the skin i'm using and mostly my crashing happened on this map (https://osu.ppy.sh/s/53925) on hard with DT on osu standard if that really matters
Nya Nya Neko
Marcin told me it could be a similar/ the same bug as here
System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
bei Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix)
bei Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode)
bei #Lm.#sp.#8Fb(Boolean )
bei #Lm.#sp.#Ms()
bei #Vl.#Yo.#0tb()
bei osu.GameModes.Edit.Editor.#Ms()
bei #rb.#xb.#Ms()
bei #1h.#0h.#Ms()
bei #rb.#xb.#7s()
bei #rb.#xb.#it(Object , EventArgs )
bei #rb.#Bb.#Dt()
bei #rb.#Rb.#Sv(Object , EventArgs )
bei System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
bei System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
bei System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
bei System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
bei System.Windows.Forms.Application.Run(Form mainForm)
bei #rb.#Rb.#ot()
bei #rb.#xb.#ot()
bei #1h.#np.#Iwb(String , Boolean )
Blit-Z

not94 wrote:

Marcin told me it could be a similar/ the same bug as here
System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
bei Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix)
bei Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode)
bei #Lm.#sp.#8Fb(Boolean )
bei #Lm.#sp.#Ms()
bei #Vl.#Yo.#0tb()
bei osu.GameModes.Edit.Editor.#Ms()
bei #rb.#xb.#Ms()
bei #1h.#0h.#Ms()
bei #rb.#xb.#7s()
bei #rb.#xb.#it(Object , EventArgs )
bei #rb.#Bb.#Dt()
bei #rb.#Rb.#Sv(Object , EventArgs )
bei System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
bei System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
bei System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
bei System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
bei System.Windows.Forms.Application.Run(Form mainForm)
bei #rb.#Rb.#ot()
bei #rb.#xb.#ot()
bei #1h.#np.#Iwb(String , Boolean )
yeah theres quite a few posts about these in the forums, me included starting one of these but ended up on this one since it had heaps of responses, though sadly none of us has found a solution yet ):
Nathanael
I guess me and my team should edit the original post and list all possible ways.
[ HCB ]

Nathanael wrote:

peppy is unable to fix this issue until we could find the cause.
What we should probably collect:
  1. The beatmap where the crash happens.
  2. File list of the skin that is currently used.
Skin i use was default skin with edited cursor (high precision) and for the beatmap i think it was random untill you got this crash...

Is there any coder who understand this kind of thing?? if yes don't just see this thread like this error is just a minor...HELP US!!
ritsu101nightshade
The error is more frequent now, I can hardly play songs ; w ;

For me, I'm using skin: t/133838 [yellow] , but changed the catcher and Kiai time thingy.

For beatmaps, it will ALWAYS happen [i play ctb] for Cruel Clocks http://osu.ppy.sh/s/76882, and my own created beatmaps [that I haven't uploaded]
and always when I retry:
Mythologia's End http://osu.ppy.sh/s/48979, Crazy Night http://osu.ppy.sh/s/109401, Atama no Taisou http://osu.ppy.sh/s/109401, Freedom Dive http://osu.ppy.sh/s/39804, Laika http://osu.ppy.sh/s/32181, Rubik's Cube http://osu.ppy.sh/s/33651, Senbonzakura http://osu.ppy.sh/s/36858, Tokyo Teddy Bear http://osu.ppy.sh/s/39838, Rolling Girl [band arrangement] http://osu.ppy.sh/s/35023, Rainbow Dash http://osu.ppy.sh/s/57255. I think there's more, but not so sure.

xtrem3x wrote:

Other hint about this crash:

Only happen in Songs with 8 or more DIFFS as ... https://osu.ppy.sh/s/90385 ... https://osu.ppy.sh/s/80214 ... in few retries ...Checked.
I don't think it has anything to do with amount difficulty, because while O.T.N. works perfectly fine for me, and is actually one of the very little beatmaps that never crashes, there's a beatmap with only one difficulty that causes osu to force quit.
Petushkov
This started happening to me recently and it's really annoying :(. It seems to happen less often when using the default skin for me though (about 1 in 10 replays?)
Topic Starter
Zamieci
So I have collected a variety of maps people have been crashing on, including me. I will post them here.

List of Songs
There are several, not ordered in any way.

http://osu.ppy.sh/s/82802 (Renard - TU4AR)
https://osu.ppy.sh/s/53925 (fripside - Hesitation Snow)
http://osu.ppy.sh/s/24388 (goreshit - MATZcore)
http://osu.ppy.sh/b/32610 (Haru - Love Coloured Master Spark (Instrumental)
http://osu.ppy.sh/s/48979 (Hatsune Miku - Mythologia's End)
http://osu.ppy.sh/s/109401 (HitoshizukuP x Yama - Crazy Night)
http://osu.ppy.sh/s/40344 (Hatsune Miku - Atama no Taisou)
http://osu.ppy.sh/s/39804 (xi - FREEDOM DiVE)
http://osu.ppy.sh/s/32181 (Hatsune Miku - Laika)
http://osu.ppy.sh/s/33651 (Hatsune Miku - Rubik's Cube)
http://osu.ppy.sh/s/36858 (Hatsune Miku - Senbonzakura Short Version)
http://osu.ppy.sh/s/39838 (Kagamine Rin - Tokyo Teddy Bear)
http://osu.ppy.sh/s/35023 (Nico Nico Chorus - Rolling Girl Band Arrangement)
http://osu.ppy.sh/s/57255 (Renard - Rainbow Dash Likes Girls Stay Gay Pony Girl)
https://osu.ppy.sh/s/148760 (nano - Born to Be TV Size)
http://osu.ppy.sh/s/157896 (Meg & Dia DotEXE Dubstep Remix)
https://osu.ppy.sh/s/90385 (Igorrr - Unpleasant Sonata)
http://osu.ppy.sh/s/8061 (Castlevania - Aria of Sorrow - Castle Corridor)
https://osu.ppy.sh/s/80214 (Wotamin - Gigantic O.T.N.)

Occurring on the following games modes:

List of Modes
osu! Standard
Catch the Beat
Taiko
osu!Mania
(Basically all of them)

I hope we figure this out soon, this is too many reports, too often, with a wide variety of songs.
TheVileOne
These crashes all started happening after peppy's fix to crashes while alt-tabbing. I can't help but think that his fix is related to this problem.


Edit: I should note that when my friend was spectating me he told me the skip button would stay through the whole song while he was spectating and then it would crash when I would restart. He also said the client would run very slow. I think that is a tip to what is happening.
Topic Starter
Zamieci
The fix to alt-tabbing might be the reason why. It sounds like it would have nothing to do with it though.

also, I've seen another thread with the skip button staying.

Alright... confirm maybe..? (Seeing a 100< thread with no comfirm is annoying)
tsundoll
Happened 5 times in a row when I tried Kirby Mix diff of this with hidden http://osu.ppy.sh/s/8061
Topic Starter
Zamieci

tsundoll wrote:

Happened 5 times in a row when I tried Kirby Mix diff of this with hidden http://osu.ppy.sh/s/8061
Added to the reported songs that cause crashes, thanks!
tsundoll
Crashes on TAG4 retry http://osu.ppy.sh/b/29844
Topic Starter
Zamieci

tsundoll wrote:

Crashes on TAG4 retry http://osu.ppy.sh/b/29844
How many times?
Aireu
happened to me on this beatmap just now http://osu.ppy.sh/s/71738

Edit: happened again on http://osu.ppy.sh/s/2533
Hellgert
i think it fix to me now

here some solution:
1.update your bios,after i update my bios,the problem has been solved
2.maybe is the internet connection,the slower they are easy the problem came out
Toshi-Kun
I remember that this song crashed on me when I almost 100% it.
https://osu.ppy.sh/s/53519
DarkKanaki
Experienced more crashes on other songs (can't list, I forgot them).
Some maps are more consistent than others... Could this be with loading the beatmap?
Whatever it is, it's starting to become annoying, and I'm sure others feel the same.
tsundoll

Xleonq wrote:

i think it fix to me now

here some solution:
1.update your bios,after i update my bios,the problem has been solved
2.maybe is the internet connection,the slower they are easy the problem came out
I don't feel it's the internet connection. I get 18-24 down and 8 up, that should be plenty
Topic Starter
Zamieci

tsundoll wrote:

Xleonq wrote:

i think it fix to me now

here some solution:
1.update your bios,after i update my bios,the problem has been solved
2.maybe is the internet connection,the slower they are easy the problem came out
I don't feel it's the internet connection. I get 18-24 down and 8 up, that should be plenty
The BIOS would not have anything to do with this. Not ever, EVER, will a program be intervened by BIOS unless in very specific circumstances. Also, my BIOS is updated all they way, Dell OptiPlex 780 BIOS revision 15.

I do not think this is a solution.
tsundoll
Topic Starter
Zamieci
The expanse of the amount of maps makes me thinks its not the maps but osu! itself.
TheVileOne
Add this map.

I agree. It does not seem to be map related. The crashes are very random and always happen while spectating for me.

I think we should be exploring more possibilities at this point. A person's hardware or installed programs are the only facts that could make the bug react differently from system to system. Older graphics cards seem to crash while retrying, while newer cards (like mine) which are low end seem to crash occasionally while spectating or crash others. A better graphics card doesn't seem to crash at all or a lot more people would be reporting this.
Blit-Z
If thats the case then why am i crashing while retrying?
I have a amd radeon r9 270x but i crash while retrying and also spectating
TheVileOne
I didn't even know AMD made video cards. All of the people experiencing this issue either have older model cards or very obscure cards. That's the only common trait I see.
Blit-Z
Haha well idk then
Maybe its an amd issue with osu for me, cause before i had a 560ti and it was perfectly fine ( this was like about 2 or so months ago )
Topic Starter
Zamieci

TheVileOne wrote:

Add this map.

I agree. It does not seem to be map related. The crashes are very random and always happen while spectating for me.

I think we should be exploring more possibilities at this point. A person's hardware or installed programs are the only facts that could make the bug react differently from system to system. Older graphics cards seem to crash while retrying, while newer cards (like mine) which are low end seem to crash occasionally while spectating or crash others. A better graphics card doesn't seem to crash at all or a lot more people would be reporting this.
I agree, as far as I know, a sprite is a graphic element.

Somewhere (maybe in RAM of a card, or while processing sprites in the GPU) something is failing, let's review the reported graphic solution properties.

Intel iGPUs and AMD APUs are held inside the processor (or in several cases for Intel, the Northbridge chip) while using shared RAM.
Discrete AMD and Nvidia cards having their own RAM and a GPU chip, lower end cards having slower RAM and slower GPU.
Higher end cards tend to operate faster, and might just miss something.

In Intel/AMD iGPU possibilities, the iGPU is not receiving or processing sprites correctly from the RAM. Shared RAM often have issues in latency. (I have no idea wither to capitalize osu! in this) osu! might not be getting it's sprite soon enough. which sounds like the code piece...

Begin cannot be called again until End has been successfully called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin

With low end cards, the GPU or RAM might not be fast enough, causing the crash. Notice the crashes while retrying/playing maps. (In the middle of loading) while others are crashing mid-play. Even higher end-card can have a hit-miss moment and crash. Honestly, I have no idea. This is a mighty rouge stealthy bug though.
tsundoll
Topic Starter
Zamieci
Let's just stop naming maps for now :P
Toshi-Kun
This Nanahira map is as well crashed on me- oh wait, we stopped throwing maps... okay... :?
DarkKanaki
Well, if maps don't matter and it happens to every map, the only time it occurs is whenever it tries to load the song, or reload the song.
Perhaps it's something that happens while trying to load a specific beatmap?
Although, I am no programmer, but maybe it's having trouble loading the map? Perhaps new coding?
However, I really highly doubt it has something to do with programs that are installed onto your computer system and the graphical hardware we use, because it was working fine before this started to happen... Right?
TheVileOne
The crash has to do with sprites that are not being disposed before new sprites are loaded. The player is retrying and for whatever reason the sprites aren't unloading correctly and the game crashes when it tries to create new sprites. I think that's how it works.
ritsu101nightshade
I have a question. does it crash for you all if you play on multiplayer? Because I found beatmaps that usually crash doesn't when I play on multiplayer.
Blit-Z
Ive never tried before
I rarely play multiplayer so im not very sure about it in my case
I might try later tonight
Topic Starter
Zamieci
Okay, because your support, maybe you can provide us with what causes sprites to be disposed and created? that might help.
TheVileOne
I'm not a dev who would know exactly why. I'm going off what Millhiore said and it makes sense. There is a method called Begin starts a play and a method called End which ends a play. End is supposed to remove all the sprites before Begin is called. This leads to one of three possibilities.

1. End is not doing what it is supposed to be doing.

2. End is not being called or is not called quickly enough.

3. Something entirely unrelated to the sprite loading process is triggering this error message by mistake. This is unlikely.
Topic Starter
Zamieci

TheVileOne wrote:

I'm not a dev who would know exactly why. I'm going off what Millhiore said and it makes sense. There is a method called Begin starts a play and a method called End which ends a play. End is supposed to remove all the sprites before Begin is called. This leads to one of three possibilities.

1. End is not doing what it is supposed to be doing.

2. End is not being called or is not called quickly enough.

3. Something entirely unrelated to the sprite loading process is triggering this error message by mistake. This is unlikely.
So basically End is at fault here? If so what would cause End to become buggy? Or more likely, End not being called quickly enough.

I would love to see if I knew what sprite wasn't removed. Is there a way to decipher that?
[ Ayase ]
happening when i play with hr and hd only.
BM: http://osu.ppy.sh/s/28705
Skin: http://osu.ppy.sh/forum/t/159951

error:
System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode)
at #Lm.#sp.#8Fb(Boolean )
at #Lm.#sp.#Ms()
at #Vl.#Yo.#0tb()
at #5i.#4i.#Ms()
at #5i.#El.#Ms()
at #rb.#xb.#Ms()
at #1h.#0h.#Ms()
at #rb.#xb.#7s()
at #rb.#xb.#it(Object , EventArgs )
at #rb.#Bb.#Dt()
at #rb.#Rb.#Sv(Object , EventArgs )
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #rb.#Rb.#ot()
at #rb.#xb.#ot()
at #1h.#np.#Iwb(String , Boolean )
FireFox2000000
Same issue with me. Running a high-end PC too-
8GB RAM
GTX GeForce 7700 Video Card
i5 processor (4th gen)

This is seriously frustrating and only seems to occur when restarting, not loading up maps itself.
Topic Starter
Zamieci
Just a question, is there a way to view the code of osu! when the game is running? (Like a command line interface)

EDIT: I have encountered this in Taiko just a few minutes ago. So it's still alive for me. I was able to get some audio before a crash. (a drum hit)
Franc[e]sco
Same problem here
details here: p/3027633

Graphics card: ATI HD 5770
Latest non-beta drivers
OS: Windows 8.1 x64

Also, I use raptr to track gameplay time which also provides an in-game overlay.

EDIT: it seems to happen more often on certain maps, mods don't seem to really matter. I'm, getting it very frequently on https://osu.ppy.sh/b/232721 with DT on insane
bawangcan
Same problem. Been happening for a while, but seems random to me.I didn't use any mods, and I never full screen.

Crash during spectating: even after the host had finished a song for a long time, osu crashed when he restarted, and gave me this report.

I only play osu and taiko mode, the random crash happened when I play taiko and I wasn't using any mods at all.

Crashing during spectating became really bad yesterday, osu crashed more than 10 times within 2 hours. I reinstalled osu last night, and it crashed on the 2nd map I played this morning which is in taiko mode.

I know this seems to be random but it doesn't mean the problem cannot be fixed right? Please fix this soon, it's really affecting me enjoying osu.

My pc:
Windows 8.1 64-bit (6.3, Build 9600) (9600.winblue_gdr.131030-1505)
Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz, 2401 Mhz, 4 Core(s), 8 Logical Processor(s)
16GB RAM
Intel(R) HD Graphics 4600 1920X1080 (32bit) (60Hz)
NVIDIA GeForce GT 740M

System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode)
at #Lm.#sp.#8Fb(Boolean )
at #Lm.#sp.#Ms()
at #5i.#4i.#Ms()
at #5i.#Gl.#Ms()
at #rb.#xb.#Ms()
at #1h.#0h.#Ms()
at #rb.#xb.#7s()
at #rb.#xb.#it(Object , EventArgs )
at #rb.#Bb.#Dt()
at #rb.#Rb.#Sv(Object , EventArgs )
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #rb.#Rb.#ot()
at #rb.#xb.#ot()
at #1h.#np.#Iwb(String , Boolean )
Franc[e]sco
Also, the issue does not appear on OpenGL, and this is probabilly because OpenGL's fullscreen really is a fullscreen borderless window.
Topic Starter
Zamieci
I'm thinking that this sprite issue is more than just songs.
t/202896
When MillhioreF mentioned sprite unloading problems. Oh boy. This is the background for the main menu.
Franc[e]sco

Niervaco wrote:

I'm thinking that this sprite issue is more than just songs.
t/202896
When MillhioreF mentioned sprite unloading problems. Oh boy. This is the background for the main menu.
I've had the result panel's sprite become invisible before. Not sure what was going on.
Topic Starter
Zamieci

Franc[e]sco wrote:

Niervaco wrote:

I'm thinking that this sprite issue is more than just songs.
t/202896
When MillhioreF mentioned sprite unloading problems. Oh boy. This is the background for the main menu.
I've had the result panel's sprite become invisible before. Not sure what was going on.
And the results page. Hm. I sould ask if anyone has been having sprite issues with other areas. (Main menu background for one) if so, please post here what area. (Main menu, song selection, ect.) and what sprite. (Background, skin element)

If we can confirm that there are sprite unload problems in other areas as well, then we could confirm that the bug is a broad sprite behavior bug.
Franc[e]sco
Since the crashes seem to be more frequent on specific maps, could it be related to storyboarding?
But yeah, I'm quite sure it originated from the recent alt-tab fix. Anyhow, I'm gonna keep playing on OpenGL until the crashes are fixed.
tsundoll

Franc[e]sco wrote:

Since the crashes seem to be more frequent on specific maps, could it be related to storyboarding?
But yeah, I'm quite sure it originated from the recent alt-tab fix. Anyhow, I'm gonna keep playing on OpenGL until the crashes are fixed.
Considering I play with storyboard off in options I'm not sure how. I wish I could play in OpenGL, it's really laggy on this card for any game using OpenGL.
Topic Starter
Zamieci

tsundoll wrote:

Franc[e]sco wrote:

Since the crashes seem to be more frequent on specific maps, could it be related to storyboarding?
But yeah, I'm quite sure it originated from the recent alt-tab fix. Anyhow, I'm gonna keep playing on OpenGL until the crashes are fixed.
Considering I play with storyboard off in options I'm not sure how. I wish I could play in OpenGL, it's really laggy on this card for any game using OpenGL.
Well that's probably because OpenGL renders differently (Duh, but its a double edge sword, no unlimited) At least we know what is causing the crash.
ThePooN
I have an Asus GTX 660 Ti and an i7-3770 and 8GB RAM DDR3. I have this error randomly too.
Toshi-Kun
Nearly 200 posts. :?
Blit-Z
bump
just keeping this thread up so it doesnt get lost
Copy Cat Master
This happen to me too when I try to play Taiko mode with hard rock mod.

PC:

Window 7
Intel(R) Pentium(R) CPU B940 @ 2.00GHz 2.00 GHz
4.00 GB RAM
64 bit OS

Pop up that appear when I use OSU! updater:



Error:

System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode)
at #Lm.#sp.#8Fb(Boolean )
at #Lm.#sp.#Ms()
at #Vl.#Yo.#0tb()
at #5i.#4i.#Ms()
at #rb.#xb.#Ms()
at #1h.#0h.#Ms()
at #rb.#xb.#7s()
at #rb.#xb.#it(Object , EventArgs )
at #rb.#Bb.#Dt()
at #rb.#Rb.#Sv(Object , EventArgs )
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #rb.#Rb.#ot()
at #rb.#xb.#ot()
at #1h.#np.#Iwb(String , Boolean )

EDIT: Now I keep getting crash with or without mods on the Taiko mode. Anyway, I keep getting crash from this beatmap > https://osu.ppy.sh/s/161102
DragonSlayer96
After doing some testing, I found that if multiple people are spectating the same person, only one of the people will crash, not everyone. Could it be related more on the user end instead of the map itself not loading properly?
Topic Starter
Zamieci
Its definitely client-side. But imagine that if someone was playing OWC or CWC and then their map crash? That would be pretty bad. There is a decent chance of it happening too.

It doesn't take a retry or anything, but CtB is vulnerable. So I hope it doesn't happen.
TheVileOne
It's about time to confirm this thread.

It might happen in only certain songs, but it doesn't happen consistently on any song. There's no guarantee it will happen under any controlled environment. I can only note that it affects every person differently and usually after several retries. If there are more than one spectator, then an event that crashes me might not crash someone else who is spectating.

I have seen no evidence that mod usage, skin usage, whether or not the user misses or not makes any difference. Gamemode doesn't seem to matter either.

I have checked whether it was related to the userlog and it didn't crash because of the userlog.

I used the default skin, an old cookiezi skin, and Aesthetic 1.2 and can crash in all of them.

Some people have reported that it happens only in DirectX. I have not confirmed this.

All of my testing has been in public builds.
Topic Starter
Zamieci

TheVileOne wrote:

It's about time to confirm this thread.

It might happen in only certain songs, but it doesn't happen consistently on any song. There's no guarantee it will happen under any controlled environment. I can only note that it affects every person differently and usually after several retries. If there are more than one spectator, then an event that crashes me might not crash someone else who is spectating.

I have seen no evidence that mod usage, skin usage, whether or not the user misses or not makes any difference. Gamemode doesn't seem to matter either.

I have checked whether it was related to the userlog and it didn't crash because of the userlog.

I used the default skin, an old cookiezi skin, and Aesthetic 1.2 and can crash in all of them.

Some people have reported that it happens only in DirectX. I have not confirmed this.

All of my testing has been in public builds.
Thanks for the confirm :) I will try and crash on OpenGL for you, to see if it will or not.

EDIT: I cannot get OpenGL to crash. also, with OpenGL starting a song really lags when it loads.

Here that, finally a confirm tag!
Karuta-_old_1
Glad to see that this is confirmed

I keep getting random crashes from retrying map too much
Toshi-Kun
Yay! ><
Omio9999
Alright, reading a decent portion of the thread leads me to suspect a few things:

1) You all are running potentially buggy drivers for Direct3D, and you may all want to update your DirectX (won't walk through it here), as well as reporting this issue to DirectX (Tech crews of osu! may want to do the same, so a bit more advice can be pulled in). I base this on no crashes from OpenGL yet, and from the common link to graphics.
2) There's some stupid fancy setting (probably fps counter or something stupid) that keeps killing osu! somehow for you guys.

DISCLAIMER: I am nowhere close to osu! staff, these are my moderately-biased opinions/thoughts. Take it with a grain of salt, a hint of vinegar, and a splinter of wood. In all honesty, I am stabbing in the dark.
Topic Starter
Zamieci

Omio9999 wrote:

Alright, reading a decent portion of the thread leads me to suspect a few things:

1) You all are running potentially buggy drivers for Direct3D, and you may all want to update your DirectX (won't walk through it here), as well as reporting this issue to DirectX (Tech crews of osu! may want to do the same, so a bit more advice can be pulled in). I base this on no crashes from OpenGL yet, and from the common link to graphics.
2) There's some stupid fancy setting (probably fps counter or something stupid) that keeps killing osu! somehow for you guys.

DISCLAIMER: I am nowhere close to osu! staff, these are my moderately-biased opinions/thoughts. Take it with a grain of salt, a hint of vinegar, and a splinter of wood. In all honesty, I am stabbing in the dark.
We already went through the drivers phase. I am running the most updated drivers I can get for an optiplex 780, and even then, it's a modded driver that uses the same Direct3D as the latter i3 i5 i7 systems. I used to run the un modded driver, same result. I do use the FPS counter, this shouldn't have to do wth anything, since it's a rather small sprite they loads constantly, instead of at the beginning of a song. (Where the crash takes place.)

And with OpenGL, it handles sprites differently than DirectX does, so it's sensible that it wouldn't want to crash. So far for me, it doesn't. Also, other threads state some sprite disappearing (such as the main menu background, even without supporter, AKA defualt background) and song backgrounds while in song selection, and song selection sprites themselves. The hug might be a result of the recent .NET Framework update maybe? (As in from a Microsoft update, not osu!)
tsundoll

Omio9999 wrote:

2) There's some stupid fancy setting (probably fps counter or something stupid) that keeps killing osu! somehow for you guys.
I am running osu as bare as possible. No combo bursts, no video, no story board, no fps counter, etc.
peppy
How much video memory do people have who are experiencing this? Maybe it is getting saturated?
Blit-Z

peppy wrote:

How much video memory do people have who are experiencing this? Maybe it is getting saturated?
I think i have 4gb video memory if im thinking about the right one
Eizan Arizawa

peppy wrote:

How much video memory do people have who are experiencing this? Maybe it is getting saturated?
i have 16gb ram and 2gb video memory
DragonSlayer96

peppy wrote:

How much video memory do people have who are experiencing this? Maybe it is getting saturated?
I also have a 2 Gb video card on mine.
ritsu101nightshade

peppy wrote:

How much video memory do people have who are experiencing this? Maybe it is getting saturated?
I don't know if I'm looking at the right thing right now, but if it is correct I only have 384 mb . . .
tsundoll

peppy wrote:

How much video memory do people have who are experiencing this? Maybe it is getting saturated?
I have 358 MB of Graphics memory. That doesn't explain why some times I can play for hours and sometimes it crashes on the first map I play though. If it always happened after extended play, saturation would make sense.
TheVileOne
512 MB VRAM
Karuta-_old_1
I don't think it's the memory, but the crash only happens when I retry too fast. It is less likely to crash when I pause a bit after hitting the escape button

I crashed on two different computers

Notebook: Intel graphics 1st Gen Core, DDR3 memory 2+2gb

Desktop: Asus GT520SL DDR2 1GB, DDR2 memory 2+2gb
Topic Starter
Zamieci
I'm looking at 1.5 GB of shared memory for graphics. it never gets used up even past 3/4 a GB.

tsundoll wrote:

I have 358 MB of Graphics memory. That doesn't explain why some times I can play for hours and sometimes it crashes on the first map I play though. If it always happened after extended play, saturation would make sense.
That just sounds like a really awkward memory number, and a bit small.
tsundoll

Niervaco wrote:

tsundoll wrote:

I have 358 MB of Graphics memory. That doesn't explain why some times I can play for hours and sometimes it crashes on the first map I play though. If it always happened after extended play, saturation would make sense.
That just sounds like a really awkward memory number, and a bit small.
Well, that's what's usable by the system, it's probably more. But hey, it's integrated. It's always worked fine in the past.
Topic Starter
Zamieci
I crashed recently while in editor mode making a new map. It prompted me to save first randomly, then when i said yes. BAM. Crash.
FlyingNeko
I just had a crash while playing a song but it seems to have a different crash code. I don't know if this is related.
It just happened once around the end of the last break (3:03).

Song: nano.RIPE - Real World (https://osu.ppy.sh/s/59269) with NoFail on

System.NullReferenceException: Object reference not set to an instance of an object.
at #Lm.#Mm.#qs()
at #Lm.#sp.#Ms()
at #1h.#0h.#Ms()
at #rb.#xb.#7s()
at #rb.#xb.#it(Object , EventArgs )
at #rb.#Bb.#Dt()
at #rb.#Rb.#Sv(Object , EventArgs )
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #rb.#Rb.#ot()
at #rb.#xb.#ot()
at #1h.#np.#Iwb(String , Boolean )

This might be something minor though, I don't know.
Necro Neko
Just got this problem today and never had to deal with anything like that before. But it basically is just what other people have already said. Osu! crashes when trying to retry a map several times and this has only happened in Taiko for me.

System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode)
at #Lm.#sp.#8Fb(Boolean )
at #Lm.#sp.#Ms()
at #Vl.#Yo.#0tb()
at #5i.#4i.#Ms()
at #rb.#xb.#Ms()
at #1h.#0h.#Ms()
at #rb.#xb.#7s()
at #rb.#xb.#it(Object , EventArgs )
at #rb.#Bb.#Dt()
at #rb.#Rb.#Sv(Object , EventArgs )
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #rb.#Rb.#ot()
at #rb.#xb.#ot()
at #1h.#np.#Iwb(String , Boolean )
Armx_old
So this is why I crashed :c

After retrying a map, osu crashed and what make me sad is that it didn't record a lot of new scores I managed to achieve :( My osu profile, however, does mention said new scores as I achieved new global rankings... is there any way to recover lost scores? Or do I need to restart again?

Thanks in advance~
DarkKanaki

Armx wrote:

So this is why I crashed :c

After retrying a map, osu crashed and what make me sad is that it didn't record a lot of new scores I managed to achieve :( My osu profile, however, does mention said new scores as I achieved new global rankings... is there any way to recover lost scores? Or do I need to restart again?

Thanks in advance~
Program Files > osu! > Data > r > sort by date > start double clicking the osg files...
Armx_old

DarkKanaki wrote:

Armx wrote:

So this is why I crashed :c

After retrying a map, osu crashed and what make me sad is that it didn't record a lot of new scores I managed to achieve :( My osu profile, however, does mention said new scores as I achieved new global rankings... is there any way to recover lost scores? Or do I need to restart again?

Thanks in advance~
Program Files > osu! > Data > r > sort by date > start double clicking the osg files...
Thank you a lot, and sorry if it was obvious ^^u
xasuma
I've had this crash about 15 times today (lol, i know..) . And from my experience, I believe it happens (in my case ast least) more often when I switch songs really fast - as in , I finish a song, and quickly press f2, f2, and play right away-.

It only happens after an input from me , never in the middle of a song. (sometimes right at the beginning of one though.)

I was also experiencing memory issues today- I dont know if that's got do to with it. But it seemed that it was coming from osu! , or something related to the game.


Hopefully it gets fixed. Ty :)

Pd: I have 16 gb of ram and 3gb gpu.
Sohma99
Yeah I've been crashing everytime I retry a map for the past hour....Guess I'm not the only one xD.
details:
System.InvalidOperationException: Begin cannot be called again until End has been successfully called.
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode)
at #Lm.#sp.#8Fb(Boolean )
at #Lm.#sp.#Ms()
at #Vl.#Yo.#0tb()
at #5i.#4i.#Ms()
at #rb.#xb.#Ms()
at #1h.#0h.#Ms()
at #rb.#xb.#7s()
at #rb.#xb.#it(Object , EventArgs )
at #rb.#Bb.#Dt()
at #rb.#Rb.#Sv(Object , EventArgs )
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at #rb.#Rb.#ot()
at #rb.#xb.#ot()
at #1h.#np.#Iwb(String , Boolean )
ritsu101nightshade
. . . I changed my skins, and I can't help but realise how much LESS frequent it's crashing right now . . . A song that I could never play last time now works okay. I changed to Nexus Slate skin [with the same catcher]
Topic Starter
Zamieci

ritsu101nightshade wrote:

. . . I changed my skins, and I can't help but realise how much LESS frequent it's crashing right now . . . A song that I could never play last time now works okay. I changed to Nexus Slate skin [with the same catcher]
It could just be the Pseudocertainty effect, then again, sprite crashes are inconsisntent.
ritsu101nightshade

Niervaco wrote:

ritsu101nightshade wrote:

. . . I changed my skins, and I can't help but realise how much LESS frequent it's crashing right now . . . A song that I could never play last time now works okay. I changed to Nexus Slate skin [with the same catcher]
It could just be the Pseudocertainty effect, then again, sprite crashes are inconsisntent.
That beatmap is the one that ALWAYS crashes, no matter what I do [crashes from the start, not retry], but well, I shouldn't complain. Even if it was just mind over matter, it's a lot less annoying
Kurumi-Sama
I just crash once in a while as well, though i have no idea whats causing it. I've been experiencing it for quite a while ( 1-2 months)
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