排除故障:修订间差异

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(克孜勒上单移动页面Troubleshooting排除故障:​标题翻译)
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== Overview ==
== Overview ==
In general there are two kinds of errors: fatal and non-fatal. 
In general, there are two kinds of errors: fatal and non-fatal. 


Fatal errors occur when the game cannot load a vital piece of data and cannot operate without it present. This causes a crash to desktop (CTD). When fatal errors occur, an exception will be printed to the '''exceptions.log'''. Typically these errors occur during the loading process or when a specific action is taken in game.
Fatal errors occur when the game cannot load a vital piece of data and cannot operate without it present. This causes a crash to desktop (CTD). When fatal errors occur, an exception will be printed to the '''exceptions.log'''. Typically these errors occur during the loading process or when a specific action is taken in-game.


Non-fatal errors occur when the game encountered invalid data or broken syntax. These errors are almost always printed to the '''error.log'''. 
Non-fatal errors occur when the game encountered invalid data or broken syntax. These errors are almost always printed to the '''error.log'''. 
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|-
|-
|reload localization
|reload localization
|Reloads most of the localization used in game, such as event titles and descriptions.
|Reloads most of the localization used in-game, such as event titles and descriptions.
|-
|-
|reload defines
|reload defines
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|reloadinterface 
|reloadinterface 
|Reloads the interface files (.gui).
|Reloads the interface files (.gui).
|-
|reload decision
|Reloads the decision files (.gui and common/decisions).
|-
|-
|tdebug
|tdebug
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|-
|-
|exceptions.log
|exceptions.log
|Prints the stacktrace when the game crashes to desktop. 
|Prints the stack trace when the game crashes to desktop. 
|Low
|Low
|-
|-
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|-
|-
|game.log
|game.log
|Prints the actions taken by countries in game. Useful when the crash is due to a specific action.
|Prints the actions that were taken by countries in-game. Useful when the crash is due to a specific action.
|High
|High
|-
|-
|graphics.log
|graphics.log
|Prints the graphical errors relating to positions, rivers and trees.
|Prints the graphical errors relating to positions, rivers, and trees.
|Low
|Low
|-
|-
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|-
|-
|random.log
|random.log
|Prints times for gamestate changes.
|Prints times for game state changes.
|Low
|Low
|-
|-
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|}
|}


== Crash data log ==
When the game crashes, it provides information on system settings and what caused it to crash in the [[Modding|user directory's]] {{path|crashes/}} folder. Although most of the time this is not beneficial as to what caused it to crash, the error log could contain clues. However, one important logging mechanism can be additionally turned on:
Adding the <code>-crash_data_log</code> launch command via ''Launch Options'' in Steam will also cause the <code>meta.yml</code> file in that folder (''Directly within'', not in the {{path|custom=1|/logs/}} subfolder) to contain the last read line of code before crashing, as well as turning on the debug mode. This slows down the game by a significant amount, so it shouldn't be used outside of crash debugging. '''If the last read line of the file given is the last line in the file, it's rather likely the game crashed on the ''next'' read file instead, which is quite difficult to locate.''' In some cases, the game can grant a script instead of a file, such as a savefile or client_ping.<br/>
This can appear like <code>LastRead: map/supply_nodes.txt (727)</code> (Where the number represents the line of the file that was last read before the crash occurred) or <code>LastRead: client_ping (1)</code>.
Note that while -crash_data_log enables debug mode, not all benefits of the launch option get applied by default and require using both launch options. For example, edits to files indexed during the main menu loading will not get automatically loaded, requiring a console command usage to get reloaded instead. However, -crash_data_log's debug does include the game loading into the main menu with map errors, the nudge being available for selection, and the debug information when hovering over a province or a country.
== Common crash causes ==
'''A variety of crash types are caused by recklessly unloading folders with [[Modding#Mod structure|replace_path]]''', leading to the game detecting there not being any database entries of a certain type. It's best practice to port over generic files to the mod if overwriting a folder in entirety for this reason, as well as to avoid unintuitive errors.
In case of a different crash, note that if a file is completely empty, the game may skip reading it in entirety. As such, the same crash may display a different file if the one in this list is empty. <br/>
It's best to completely clean the error log before trying to find a crash, as some errors may appear innocuous while still crashing the game.
If the last read file proves useless, it's possible to temporarily remove files from the mod and slowly re-add them to find the exact cause; upon finding the cause folder, it should be adjusted accordingly. A sort of [[wp:Binary search algorithm|binary search]] can be used by adding/removing the files large chunks at the time. replace_paths can be removed aside from essential ones: {{path|custom=1|history/states/}} and {{path|custom=1|map/strategicregions}}. Note that [[Modding#Mod structure|'''both''' *.mod files need to be edited for replace_paths to apply.]]
'''This list is non-exhaustive''': There are more potential crashes, and any given file or script can have more causes that are not outlined in the list. This has been broken up into sections on when they happen for easier navigation. The file provided is the file marked as last read by the [[crash data log]].
=== Main menu loading ===
* {{path|custom=1|common/countries/cosmetic.txt}} – Caused by a complete overwriting of {{path|custom=1|common/national_focus/}} or {{path|custom=1|common/continuous_focus/}}.
* {{path|custom=1|map/rocketsites.txt}} – Caused by a complete overwriting of {{path|custom=1|history/states/}} or {{path|custom=1|common/unit_leader/}}. As there are no "generic files" for states, one should be created manually instead.
* {{path|custom=1|common/national_focus/*.txt}} – This crash, granted that it's the last line of the last file in the folder, can be caused by a focus tree using a <code>shared_focus = my_focus</code> argument, specifying a shared focus that does not exist.
* {{path|custom=1|gfx/models/supply/railroad.shader}} – Caused by an error within the [[Map modding|the .bmp files creating the map]]. This can be a wide variety of causes. Some causes include provinces.bmp having dimensions as numbers that are undivisible by 256, having a size of over 40 MiB, the dimensions changing between different bitmaps (aside from trees.bmp, where the size changes the density of static models), or an incorrect DIB header formatting (such as setting encoding to be used or using BITMAPV5HEADER instead of BITMAPINFOHEADER) in any bitmap.
* {{path|custom=1|history/general/*.txt}} / {{path|custom=1|history/countries/*.txt}} / {{path|custom=1|map/rocketsites.txt}} (In order in which they'd appear with replace_paths to the previous ones) — One of the states within the mod has a <code>victory_points = { ... }</code> definition that attempts to assign victory points to a province that does not exist within the game.
* {{path|custom=1|savegame.hoi4}} (takes on the name of a savefile, not necessarily one that exists right now) or {{path|custom=1|map/cities.txt}} – Caused by there being a large quantity of countries defined while there are few (such as 15) or no dynamic countries. The exact amount of countries that the game can handle is not a consistent number, usually falling in the range of 40–80. Typically caused by a reckless overwriting of {{path|custom=1|common/country_tags}} or the file that stores the dynamic countries being outdated.
=== During country selection ===
This also includes the loading after a country has been selected, but it's not yet possible to play.
* <code>set_controller</code> – This crash typically happens when trying to select a country in a bookmark if the country doesn't have a valid capital defined within its {{path|history/countries/TAG*.txt}} file. The game uses the capital in order to determine what portion of the map to zoom onto, and not getting one is unexpected.
* {{path|custom=1|history/units/filename.txt}} – One of the naval orders of battle in the mod has a carrier defined with airwings directly inside, as was done in 1.11 and earlier. [[Patch 1.12#Important Modding Notes|Adjust the orders of battle in the mod as needed]]. Note that the file shown as the last read one is not necessarily the one that crashes the game.
* {{path|custom=1|history/units/filename.txt}} / {{path|custom=1|map/railways.txt}} – Caused by a country having a division template, yet not finding any possible {{path|common/ai_templates}} entry to use to expand on the template. The exact file/script in question depends on ''when'' the country obtains the division template: an order of battle (which'll be last read) or another history file (leading to railways).
* {{path|custom=1|map/supply_nodes.txt}} or {{path|custom=1|map/railways.txt}} – This crash is most commonly caused by the specified building types being placed on invalid provinces, such as those that are not located in states. This crash occurs both when trying to open the supply menu in nudge or when trying to start a single player game. This can be corrected by emptying the files in question and [[Map_modding#Supply_nodes_and_railways|optionally creating a proper definition of the files, either manually or via nudge]].
* {{path|custom=1|tutorial/tutorial.txt}} – This crash is caused by the tutorial file being erroneous. This can be represented as a link to an invalid state ID within the file (such as if every base game state was erased) or as the file lacking a <code>tutorial = { ... }</code> definition of any kind entirely. Replacing the entire file's contents with <code>tutorial = { }</code> works to solve the crash.
: This is also the last file that gets read after the country selection process finishes. If a crash occurs directly afterwards and the game fails to write the file properly, it will land on this one.
=== Middle of the game ===
* <code>client_ping</code> or <code>hourly_tick</code> – This crash is caused by the in-game AI, which can be seen by turning off the AI [[Console commands|using the console]]. There are several causes for this occurring, including but not limited to:
** A country has a division template, yet couldn't find any {{path|common/ai_templates}} entry to use to expand on the template. Typically caused by a reckless overwriting of the folder with replace_path or an error in setting up the <code>blocked_for = { ... }</code>/<code>available_for = { ... }</code> blocks.
** Any state not having an owner defined in the history file. In general, such states always run unstably, with a lot of actions crashing them, such as right-clicking or attempting to transfer one to a country. One of such actions is attempting an air mission over that state. As the AI is able to use airplanes, they will try to attempt to at least evaluate the value of doing a mission over the state, which results in a crash to desktop.
** [[Map modding#Buildings|An incomplete {{path|custom=1|map/buildings.txt}}]]. The buildings file is used for determining into which sea province the naval bases and floating harbours will go out into, alongside positioning building models. This information is necessary when attempting to use any naval base or floating harbour, as the game would have no idea via which province the province connects to the sea otherwise. The game also checks this information when attempting to ''build'' a naval base, and if the game attempts to evaluate an invalid naval base definition, the game gets stuck in an infinite loop of attempting to obtain the naval base information, resulting in a CPU/GPU overload and a game crash.
:: This also results in an error.log entry of <code>Province 12345 is setup as coastal but has no port building in the nudger. This will likely crash the game.</code> after launching the game.
== Additional details ==
A version tracking website, such as [[https://about.gitlab.com/ Gitlab]] or [[https://github.com/ Github]], can be used to keep track of updates to the code. As such, it can be beneficial to use them and regularly push mod's updates to them in order to limit the selection of possibly problematic files when trying to debug an issue.
When the game has a major update, it can be important to read the patch notes to fix the newly-appearing errors. For example, the [[1.12#Important Modding Notes|1.12's patch notes provide an "Important modding notes" section]], which also serves as a check-list of necessary things to fix in the mod in order to avoid a crash. It is also important to avoid overwriting most base game files when possible in order to ease compatibility, though this is not always possible. One folder where it's incredibly important to do is [[Defines#Overrides|defines, where an override file is essentially mandatory]] in order to avoid even minor game updates from introducing crashes.
In case the game crashes on startup, but there's no obvious reason why in the error log and it's unknown what was last changed since the last time, the mod could have folders strategically removed. As an example, it is almost always possible to remove the entire {{path|common/}} folder from the mod without the game crashing, provided debug mode is turned on and there are no replace_paths to the folder.
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[[ 分类:Modding]]
[[Category:Modding]]
[[en:troubleshooting]]

2024年1月24日 (三) 20:33的版本

Troubleshooting is the identification of the cause of crashes, bugs or other problems.

Overview

In general, there are two kinds of errors: fatal and non-fatal.

Fatal errors occur when the game cannot load a vital piece of data and cannot operate without it present. This causes a crash to desktop (CTD). When fatal errors occur, an exception will be printed to the exceptions.log. Typically these errors occur during the loading process or when a specific action is taken in-game.

Non-fatal errors occur when the game encountered invalid data or broken syntax. These errors are almost always printed to the error.log.

Testing

Performing testing is vital to debugging a mod. Typically this is done via the in-game console with commands.

These are useful console commands for modders:

Command Usage
reloadfx all Reloads most of the effects used in the game, such as fog of war, the HDR and opacity of country borders, ect.
reload texture Reloads most of the textures used in the game, such as leader portraits, technology icons, etc.
reload localization Reloads most of the localization used in-game, such as event titles and descriptions.
reload defines Reloads the defines files from /Hearts of Iron IV/common/defines/.
reload focus Reloads the focus trees in /Hearts of Iron IV/common/national_focuses/.
reloadoob Reloads the starting OOB file for the specified tag.
reloadtechnologies Reloads the technology files. Will cause a crash if an error is encountered.
reloadinterface Reloads the interface files (.gui).
reload decision Reloads the decision files (.gui and common/decisions).
tdebug Activates the debug tooltips, displaying important information such as state ID, province ID, etc.
event Fires the specified event immediate for the current player country.
nocb Removes restrictions on diplomatic actions.
observe Places the player into the observer slot, allowing the game to pass without player input.
aiview Displays the AI priorities when hovering over specific buttons, such as technology.
tag Switches the player to another country.
update_loc Reloads the specified localization key.
updateequipments Reloads the equipment files in /Hearts of Iron IV/common/units/equipment/.
updatesubunits Reloads the unit files in /Hearts of Iron IV/common/units/.
research_on_icon_click Activates research on click, allowing you to click on technologies to research them instantly.
Focus.NoChecks Removes the trigger checks for focuses.
Focus.AutoComplete Activates instant completion for focuses.
set_country_flag Sets the specified country flag for the current country.
add_ideas Adds the specified idea to the current country.

Log files

The game stores various log files in your HOI4 user folder: (Windows: \\Documents\Paradox Interactive\Hearts of Iron IV\logs\, Linux: .local/share/Paradox Interactive/Hearts of Iron IV/logs). These are overwritten every time the game is started.

To enable full error logging, add the -debug launch command via Set Launch Options in Steam.

File Description Usefulness
ai.log Prints the AI choices undertaken. Medium
ai_trace.log Prints the AI movements undertaken (divisions, ships, air, etc.) Low
error.log Prints the various non-fatal errors. Many errors can be ignored, although almost all errors relating to files in the common folder should be fixed. High
exceptions.log Prints the stack trace when the game crashes to desktop. Low
executedcommands.log Prints the internal commands uses by the player and AI. Low
game.log Prints the actions that were taken by countries in-game. Useful when the crash is due to a specific action. High
graphics.log Prints the graphical errors relating to positions, rivers, and trees. Low
memory.log Prints the memory used during setup. Useful for crashes during the loading process, to see when the game crashed. High
message.log Prints the session info for the current session. Low
postedcommands.log Low
random.log Prints times for game state changes. Low
receivedcommands.log Prints the internal commands received by the player in multiplayer. Low
sentcommands.log Prints the internal commands sent by the player in multiplayer. Low
setup.log Prints the completion of setup loading for each part of the process. Very useful for discovering which file may be causing a crash. High
system.log Prints the system information HOI4 is loaded on. Low
system_debug.log Prints interface errors. Medium
text.log Prints asserts on localization keys. Medium
time.log Prints the time it takes for the various loading steps to complete, and the tick interval. Very useful for crashes during the loading process, to see when the game crashed. Medium

Crash data log

When the game crashes, it provides information on system settings and what caused it to crash in the user directory's /Hearts of Iron IV/crashes/ folder. Although most of the time this is not beneficial as to what caused it to crash, the error log could contain clues. However, one important logging mechanism can be additionally turned on:

Adding the -crash_data_log launch command via Launch Options in Steam will also cause the meta.yml file in that folder (Directly within, not in the /logs/ subfolder) to contain the last read line of code before crashing, as well as turning on the debug mode. This slows down the game by a significant amount, so it shouldn't be used outside of crash debugging. If the last read line of the file given is the last line in the file, it's rather likely the game crashed on the next read file instead, which is quite difficult to locate. In some cases, the game can grant a script instead of a file, such as a savefile or client_ping.
This can appear like LastRead: map/supply_nodes.txt (727) (Where the number represents the line of the file that was last read before the crash occurred) or LastRead: client_ping (1).

Note that while -crash_data_log enables debug mode, not all benefits of the launch option get applied by default and require using both launch options. For example, edits to files indexed during the main menu loading will not get automatically loaded, requiring a console command usage to get reloaded instead. However, -crash_data_log's debug does include the game loading into the main menu with map errors, the nudge being available for selection, and the debug information when hovering over a province or a country.

Common crash causes

A variety of crash types are caused by recklessly unloading folders with replace_path, leading to the game detecting there not being any database entries of a certain type. It's best practice to port over generic files to the mod if overwriting a folder in entirety for this reason, as well as to avoid unintuitive errors.

In case of a different crash, note that if a file is completely empty, the game may skip reading it in entirety. As such, the same crash may display a different file if the one in this list is empty.
It's best to completely clean the error log before trying to find a crash, as some errors may appear innocuous while still crashing the game.

If the last read file proves useless, it's possible to temporarily remove files from the mod and slowly re-add them to find the exact cause; upon finding the cause folder, it should be adjusted accordingly. A sort of binary search can be used by adding/removing the files large chunks at the time. replace_paths can be removed aside from essential ones: history/states/ and map/strategicregions. Note that both *.mod files need to be edited for replace_paths to apply.

This list is non-exhaustive: There are more potential crashes, and any given file or script can have more causes that are not outlined in the list. This has been broken up into sections on when they happen for easier navigation. The file provided is the file marked as last read by the crash data log.

Main menu loading

  • common/countries/cosmetic.txt – Caused by a complete overwriting of common/national_focus/ or common/continuous_focus/.
  • map/rocketsites.txt – Caused by a complete overwriting of history/states/ or common/unit_leader/. As there are no "generic files" for states, one should be created manually instead.
  • common/national_focus/*.txt – This crash, granted that it's the last line of the last file in the folder, can be caused by a focus tree using a shared_focus = my_focus argument, specifying a shared focus that does not exist.
  • gfx/models/supply/railroad.shader – Caused by an error within the the .bmp files creating the map. This can be a wide variety of causes. Some causes include provinces.bmp having dimensions as numbers that are undivisible by 256, having a size of over 40 MiB, the dimensions changing between different bitmaps (aside from trees.bmp, where the size changes the density of static models), or an incorrect DIB header formatting (such as setting encoding to be used or using BITMAPV5HEADER instead of BITMAPINFOHEADER) in any bitmap.
  • history/general/*.txt / history/countries/*.txt / map/rocketsites.txt (In order in which they'd appear with replace_paths to the previous ones) — One of the states within the mod has a victory_points = { ... } definition that attempts to assign victory points to a province that does not exist within the game.
  • savegame.hoi4 (takes on the name of a savefile, not necessarily one that exists right now) or map/cities.txt – Caused by there being a large quantity of countries defined while there are few (such as 15) or no dynamic countries. The exact amount of countries that the game can handle is not a consistent number, usually falling in the range of 40–80. Typically caused by a reckless overwriting of common/country_tags or the file that stores the dynamic countries being outdated.

During country selection

This also includes the loading after a country has been selected, but it's not yet possible to play.

  • set_controller – This crash typically happens when trying to select a country in a bookmark if the country doesn't have a valid capital defined within its /Hearts of Iron IV/history/countries/TAG*.txt file. The game uses the capital in order to determine what portion of the map to zoom onto, and not getting one is unexpected.
  • history/units/filename.txt – One of the naval orders of battle in the mod has a carrier defined with airwings directly inside, as was done in 1.11 and earlier. Adjust the orders of battle in the mod as needed. Note that the file shown as the last read one is not necessarily the one that crashes the game.
  • history/units/filename.txt / map/railways.txt – Caused by a country having a division template, yet not finding any possible /Hearts of Iron IV/common/ai_templates entry to use to expand on the template. The exact file/script in question depends on when the country obtains the division template: an order of battle (which'll be last read) or another history file (leading to railways).
  • map/supply_nodes.txt or map/railways.txt – This crash is most commonly caused by the specified building types being placed on invalid provinces, such as those that are not located in states. This crash occurs both when trying to open the supply menu in nudge or when trying to start a single player game. This can be corrected by emptying the files in question and optionally creating a proper definition of the files, either manually or via nudge.
  • tutorial/tutorial.txt – This crash is caused by the tutorial file being erroneous. This can be represented as a link to an invalid state ID within the file (such as if every base game state was erased) or as the file lacking a tutorial = { ... } definition of any kind entirely. Replacing the entire file's contents with tutorial = { } works to solve the crash.
This is also the last file that gets read after the country selection process finishes. If a crash occurs directly afterwards and the game fails to write the file properly, it will land on this one.

Middle of the game

  • client_ping or hourly_tick – This crash is caused by the in-game AI, which can be seen by turning off the AI using the console. There are several causes for this occurring, including but not limited to:
    • A country has a division template, yet couldn't find any /Hearts of Iron IV/common/ai_templates entry to use to expand on the template. Typically caused by a reckless overwriting of the folder with replace_path or an error in setting up the blocked_for = { ... }/available_for = { ... } blocks.
    • Any state not having an owner defined in the history file. In general, such states always run unstably, with a lot of actions crashing them, such as right-clicking or attempting to transfer one to a country. One of such actions is attempting an air mission over that state. As the AI is able to use airplanes, they will try to attempt to at least evaluate the value of doing a mission over the state, which results in a crash to desktop.
    • An incomplete map/buildings.txt. The buildings file is used for determining into which sea province the naval bases and floating harbours will go out into, alongside positioning building models. This information is necessary when attempting to use any naval base or floating harbour, as the game would have no idea via which province the province connects to the sea otherwise. The game also checks this information when attempting to build a naval base, and if the game attempts to evaluate an invalid naval base definition, the game gets stuck in an infinite loop of attempting to obtain the naval base information, resulting in a CPU/GPU overload and a game crash.
This also results in an error.log entry of Province 12345 is setup as coastal but has no port building in the nudger. This will likely crash the game. after launching the game.

Additional details

A version tracking website, such as [Gitlab] or [Github], can be used to keep track of updates to the code. As such, it can be beneficial to use them and regularly push mod's updates to them in order to limit the selection of possibly problematic files when trying to debug an issue.

When the game has a major update, it can be important to read the patch notes to fix the newly-appearing errors. For example, the 1.12's patch notes provide an "Important modding notes" section, which also serves as a check-list of necessary things to fix in the mod in order to avoid a crash. It is also important to avoid overwriting most base game files when possible in order to ease compatibility, though this is not always possible. One folder where it's incredibly important to do is defines, where an override file is essentially mandatory in order to avoid even minor game updates from introducing crashes.

In case the game crashes on startup, but there's no obvious reason why in the error log and it's unknown what was last changed since the last time, the mod could have folders strategically removed. As an example, it is almost always possible to remove the entire /Hearts of Iron IV/common/ folder from the mod without the game crashing, provided debug mode is turned on and there are no replace_paths to the folder.