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Crash when temporarily losing connection when using ALVR #118

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CelDaemon opened this issue Dec 8, 2024 · 0 comments
Open

Crash when temporarily losing connection when using ALVR #118

CelDaemon opened this issue Dec 8, 2024 · 0 comments

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@CelDaemon
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I've been using ALVR for a while and wanted to try out the project, it seems to work pretty well in general.
However, crashes are pretty frequent when going outside the play area bounds or experiencing a network latency spike.

After reviewing the log, the culprit seems to be the loss of the vulkan device, although this seems odd as games have no such issues.

ERROR [log_panics] thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: DeviceLost': /home/runner/.cargo/git/checkouts/vulkano-cb672043253a6e8d/94f50f1/vulkano/src/command_buffer/traits.rs:381
   0: <backtrace::capture::Backtrace as core::default::Default>::default
   1: log_panics::Config::install_panic_hook::{{closure}}
   2: std::panicking::rust_panic_with_hook
   3: std::panicking::begin_panic_handler::{{closure}}
   4: std::sys::backtrace::__rust_end_short_backtrace
   5: rust_begin_unwind
   6: core::panicking::panic_fmt
   7: core::result::unwrap_failed
   8: core::ptr::drop_in_place<vulkano::command_buffer::traits::CommandBufferExecFuture<vulkano::sync::future::now::NowFuture>>
   9: wlx_overlay_s::graphics::WlxCommandBuffer::build_and_execute_now
  10: <wlx_overlay_s::gui::canvas::Canvas<D,S> as wlx_overlay_s::backend::overlay::OverlayRenderer>::render
  11: wlx_overlay_s::backend::openvr::openvr_run
  12: wlx_overlay_s::main
  13: std::sys::backtrace::__rust_begin_short_backtrace
  14: std::rt::lang_start::{{closure}}
  15: std::rt::lang_start_internal
  16: main
  17: __libc_start_call_main
  18: __libc_start_main_impl
  19: _start
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