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[resolved] [confirmed] Crash when spectating, playing, or retrying maps.

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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
Niervaco

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
Niervaco
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
Niervaco

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
Niervaco
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
Niervaco
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
Niervaco

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
Niervaco
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
Niervaco
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
Niervaco

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
Niervaco

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
Niervaco
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.
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