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Rapporter et problem med oversettelse
Error log:
Date/Time: 2013-07-23 01:07:41 -0400
OS Version: 10.6.8 (Build 10K549)
Architecture: x86_64
Report Version: 7
Command: Gateways.bin.osx
Path: ./Gateways.bin.osx
Version: ??? (???)
Parent: bash [773]
PID: 778
Event: hang
Duration: 5.12s (sampling started after 2 seconds)
Steps: 11 (100ms sampling interval)
Pageins: 21
Pageouts: 0
Process: Gateways.bin.osx [778]
Path: ./Gateways.bin.osx
UID: 501
Thread e32b DispatchQueue 1
User stack:
11 start + 52 (in Gateways.bin.osx) [0x142a93244]
11 main + 802 (in Gateways.bin.osx) [0x142a93572]
11 mono_main + 8177 (in libmono-2.0.1.dylib) [0x142b2b411]
11 mono_thread_manage + 901 (in libmono-2.0.1.dylib) [0x142c64925]
11 wait_for_tids + 47 (in libmono-2.0.1.dylib) [0x142c6106f]
11 WaitForMultipleObjectsEx + 139 (in libmono-2.0.1.dylib) [0x142c9321b]
11 WaitForSingleObjectEx + 597 (in libmono-2.0.1.dylib) [0x142c927f5]
11 _wapi_handle_timedwait_signal_handle + 635 (in libmono-2.0.1.dylib) [0x142c8154b]
11 __semwait_signal + 10 (in libSystem.B.dylib) [0x7fff82c8aa6a]
Kernel stack:
11 semaphore_wait_continue + 0 [0xffffff80002815d9]
I also get this for another MG-SDL2 title, so it may also be something Steam is doing... I'll keep looking.
When exiting a game, the Steam client internally likes to send SIGUSR1 system signals for reasons I don't fully understand... and the Mono runtime actually handles these signals internally as well. So, when Steam sends it, Mono captures it and causes a deadlock.
Conveniently, this happens _right_ after the program exits, so force quitting the app should be harmless. It's just really, really annoying...
I'm still trying to think of a fix that doesn't horribly break something, but yeah. That's what's up.