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List pool

Posted: Tue Sep 09, 2008 8:26 pm
by Maveritchell
This is a new one for me, and I'm taking a shot in the dark hoping that maybe someone's seen this before.

Code: Select all

Message Severity: 2
c:\battlefront2\main\battlefront2\source\ListPool.h(92)
List pool is full; raise count from 5 to at least 6

Message Severity: 2
c:\battlefront2\main\battlefront2\source\ListPool.h(92)
List pool is full; raise count from 5 to at least 7

Message Severity: 2
c:\battlefront2\main\battlefront2\source\ListPool.h(92)
List pool is full; raise count from 5 to at least 8

Message Severity: 2
c:\battlefront2\main\battlefront2\source\ListPool.h(92)
List pool is full; raise count from 5 to at least 9
I've been working on this specific error for a couple months, off and on. I can't be 100% sure, but I'm mostly certain that whatever this is causes Space Endor to freeze when loading in MP.

I can't say what exactly it is, but I've narrowed it down:
-It's not a memorypool issue, despite the use of the word "pool."
-The issue has to do with something in the .wld/.sky file being loaded, due to placement in the error log

I'm not sure why it references such an odd directory, and I'm really just hoping that someone will have seen something similar to help me narrow it down. Input away.

Re: List pool

Posted: Tue Sep 09, 2008 9:10 pm
by MasterSaitek009
It's too bad fred's not around anymore. That path would probably be able to tell him something. :?

Re: List pool

Posted: Wed Sep 10, 2008 12:09 am
by SBF_Dann_Boeing
Oh Noes!!! The Dreaded List Pool Overload!!

This typically means one thing and one thing only: Object Overload. The number of objects listed and loaded in the map.

Your only hope is to delete unnecessary objects, clean, then remunge. However, overloads are very unpredictable. You may have to reduce the object count lower than you even had before it started overloading.

Re: List pool

Posted: Wed Sep 10, 2008 12:18 am
by Maveritchell
I've seen object count overload errors before, and they usually crash both SP and MP without distinction (not to mention that they rarely have any error at all). Have you had experience with object counts crashing just the latter?

Re: List pool

Posted: Wed Sep 10, 2008 12:21 am
by SBF_Dann_Boeing
Yes, actually. Multiplayer is a lot less stable than Singleplayer, and overload freezes/crashes/connection problems are much more likely to happen in it than in single player.

Re: List pool

Posted: Wed Sep 10, 2008 12:33 am
by woner11
I would back up the current wld file somewhere and then delete a load of objects and see if that fixes it. :?

Re: List pool

Posted: Wed Sep 10, 2008 7:13 am
by [RDH]Zerted
Have you tried increasing the memory multiplier in the addme?

Re: List pool

Posted: Wed Sep 10, 2008 7:56 am
by Maveritchell
[RDH]Zerted wrote:Have you tried increasing the memory multiplier in the addme?
Yeah, that was my first thought when I saw what the numbers were.

Re: List pool

Posted: Wed Sep 10, 2008 1:01 pm
by Bantha55
I can tell you what a list pool error means because i know this problem very well...
It has happened to my coruscant map too. When there are too many loud sounds at a time the game crashes because it´s overloaded. I had to remove most of my flyer´s sounds. The problem with my coruscant is that it´s a land map and there are many ground tanks with sounds too. But the space sounds are the loudest. they shall be heard in a big radius in space battles to make the fight feeling better. It´s no problem for shipped space maps because there aren´t very much AI, starfighters and no land battle that produces sounds.
The mungelog said that it´s a list pool error and as i removed the flyer sounds everything was all right again.
I made a modding topic because of it too but none had answered.
There´s maybe only a solution if there´s a memory pool that regulates sounds and can be added to the lua or we find a way to change shipped sounds´ attributes.

Re: List pool

Posted: Wed Sep 10, 2008 1:25 pm
by Maveritchell
Bantha55 wrote:I can tell you what a list pool error means because i know this problem very well...
I'll ask you the same thing I asked above - is this a game-crashing (SP and MP) error, or have you seen it run on singleplayer with this fine and then fail on multiplayer?

Not to be nitpicky with any of you, but I've tried everything mentioned, and I'm more interested in understanding the error and what it's saying than actually just solving it. (Not that I wouldn't love to solve it, too.)

Re: List pool

Posted: Wed Sep 10, 2008 2:18 pm
by SBF_Dann_Boeing
Bantha55 wrote:I can tell you what a list pool error means because i know this problem very well...
It has happened to my coruscant map too. When there are too many loud sounds at a time the game crashes because it´s overloaded. I had to remove most of my flyer´s sounds. ...
There´s maybe only a solution if there´s a memory pool that regulates sounds and can be added to the lua or we find a way to change shipped sounds´ attributes.
o.0 sound overload...that's wierd...And no you can't set the listpool, it's a hardcoded value.
Not to be nitpicky with any of you, but I've tried/am trying everything mentioned, and I'm more interested in understanding the error and what it's saying than actually just solving it.
Anyway, Listpool is like the StringPool. StringPool is a memory pool of all strings, script, and information, ODF, LUA, everything, even localization strings (That was how -_- or someone explained it to me a while back). ListPool is a memory pool of all listed information, primarily listed objects, as they are the most abundant, but it also includes the number of different units, vehicles, and weapons, (and apparantly sounds?), etc. And I've only encountered this in a map with excessive objects, and the error would only show occasionally in the error log. How much you're map is affected by a Listpool overload also seems to depend on your computers RAM.

One problem i'm having with pepperland is right now is that it works fine in single player, but it doesn't work in multi, and I assume this is because of an overload that is not appearing in the error log, as that has always been the case in the past with previous maps. The reason why this occurs (I think, this is the only explanation I've been able to find) is that Multiplayer is less stable and requires more RAM to function than single player. Someone who has less RAM than your computer has, may not even get it to work in single player, because their computer lacks the RAM, which is a problem people had with my Jinglin' Town and Cage Match maps.

Re: List pool

Posted: Wed Sep 10, 2008 2:59 pm
by Maveritchell
SBF_Dann_Boeing wrote:And no you can't set the listpool, it's a hardcoded value.
---
ListPool is a memory pool of all listed information, primarily listed objects, as they are the most abundant, but it also includes the number of different units, vehicles, and weapons, (and apparantly sounds?), etc.
I don't need just guesses; if I wanted assumptions just based on experience, I could make them myself. I didn't ask for input because I actually think someone knows stone-cold what causes the error, I asked for input so that I can see situations it occured in and analyze it myself. However, if you weren't just assuming, and heard the above from some source, then I'd be happy to hear from it.

I'm not ignorant to the differences between MP and SP. I came into this topic having already optimized object count (there are 400-some objects, lowering them further does nothing) and having checked flyer/unit numbers (even having none available doesn't get rid of the error).
I assume this is because of an overload that is not appearing in the error log, as that has always been the case in the past with previous maps.
So now you're talking about something besides this "list pool" error that you say you've had before and has also had a similar effect, I assume? Because my experience with object overload issues in the past has actually been similar to what you now describe - which is precisely why my assumption is that this isn't just an object overload issue (plus of course the mitigating evidence - low object count, the same error happening apparently in conjunction with some sound stuff).

Re: List pool

Posted: Wed Sep 10, 2008 3:25 pm
by SBF_Dann_Boeing
Ok well I will tell you this, which you can anaylze for yourself:

Whenever I have had the listpool error, it occured when I had lots of units and objects present in my map. The map would often either crash during the load or in-game. Half of the time, as I was trying to solve the problem, the error did not appear in the error log, but the crashing still persisted. I did nothing but reduce the unit count in the lua and the amount of objects, and the error disappeared, and my map stopped crashing. Sometimes, when this did not work, I would have to do a manual clean or create a whole new data_123, and copy the contents over in order to get rid of the error. I've tried many other things, but these are the only things that worked. And these are things that were suggested to me when I first made a topic about it, which was about 2 years ago (so pardon my bad memory of who precisely gave me help with it). Since then, whenever I have had the error, I have done the same things, with the same results, and there have been occasions, as I mentioned, where it works in singleplayer but not multiplayer. Also, everyone who could not get them to work in some way when I could, always had a lot less RAM than I had, and this was the only visible pattern.

Also, from what I've read elsewhere, in programming, a "List Pool" commonly refers to a memory pool "which stores array lists for reuse rather than constantly allocating and freeing memory every time a one is needed and discarded." So I assume that this still holds for SWBFII's programming. And I interpreted this as all listed information that is constantly loaded in the map, primarily objects, units, vehicles, weapons, but possibly even sounds or ordnances...basically the amount of things physically present or visible and loaded in the map. That is my interpretation.

Re: List pool

Posted: Thu Sep 11, 2008 10:39 am
by Bantha55
Maveritchell wrote:
Bantha55 wrote:I can tell you what a list pool error means because i know this problem very well...
I'll ask you the same thing I asked above - is this a game-crashing (SP and MP) error, or have you seen it run on singleplayer with this fine and then fail on multiplayer?

Not to be nitpicky with any of you, but I've tried everything mentioned, and I'm more interested in understanding the error and what it's saying than actually just solving it. (Not that I wouldn't love to solve it, too.)
It crashed in SP and my map never worked for MP because of the high unit count.
SBF_Dann_Boeing wrote: Also, from what I've read elsewhere, in programming, a "List Pool" commonly refers to a memory pool "which stores array lists for reuse rather than constantly allocating and freeing memory every time a one is needed and discarded." So I assume that this still holds for SWBFII's programming. And I interpreted this as all listed information that is constantly loaded in the map, primarily objects, units, vehicles, weapons, but possibly even sounds or ordnances...basically the amount of things physically present or visible and loaded in the map. That is my interpretation.
Sounds convincing.

Re: List pool

Posted: Thu Sep 11, 2008 1:29 pm
by [RDH]Zerted
A quick way to check the object overload theory, would be to add a new mode to the map and keep that mode's layer down to almost nothing (you didn't put everything in the base layer did you?). Only load this mode and see it you get the same errors. If you don't get the error, slowly add back the sky, units, groups of objects, etc... until you get the error again. If the new mode does have the error, remove the localization strings and any game mods (v1.2, v1.3, pack) and test it again.

The v1.3 patch does use up more memory with the game mode lists, the era lists, and each FakeConsole command has at least one function. I don't expect that to be the problem, but it is worth noting.