Airyzz / zombie-cafe-revival

Reverse engineering and reviving an (un)dead mobile game!

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[Bug] Crash whenever my zombies are attacked

33masterman33 opened this issue · comments

Hello I posted on reddit about having my game crash every time my zombies are attacked.
I got some adb logs but I'm not sure how to interpret them or if I did them right.

Short.txt is what I think is the crash. Just in case it isn't I included my full capture in log.txt.
short.txt
log.txt

Please let me know if I am missing anything. Thanks!

commented

Thanks for this, the error is interesting, the stack trace doesn't have a ton of information, infact I dont even see much reference to the game lib at all

Maybe the crash is coming from the java side of things. I'm suspicious that it could have something to do with the audio system, conveniently this repo has a release which has audio disabled, maybe could be worth testing with that build?

07-29 20:21:38.504  3174  3174 F DEBUG   : backtrace:
07-29 20:21:38.504  3174  3174 F DEBUG   :       #00 pc 00000509  [vdso] (__kernel_vsyscall+9)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #01 pc 0005b5b8  /apex/com.android.runtime/lib/bionic/libc.so (syscall+40) (BuildId: c4e3f859b416175efcf358b3e3a21a1e)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #02 pc 00076c21  /apex/com.android.runtime/lib/bionic/libc.so (abort+209) (BuildId: c4e3f859b416175efcf358b3e3a21a1e)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #03 pc 0004b16a  /apex/com.android.runtime/lib/bionic/libc.so (scudo::die()+26) (BuildId: c4e3f859b416175efcf358b3e3a21a1e)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #04 pc 0004b842  /apex/com.android.runtime/lib/bionic/libc.so (scudo::ScopedErrorReport::~ScopedErrorReport()+50) (BuildId: c4e3f859b416175efcf358b3e3a21a1e)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #05 pc 0004b93c  /apex/com.android.runtime/lib/bionic/libc.so (scudo::reportHeaderCorruption(void*)+76) (BuildId: c4e3f859b416175efcf358b3e3a21a1e)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #06 pc 0004cfc8  /apex/com.android.runtime/lib/bionic/libc.so (scudo::Allocator<scudo::AndroidConfig, &(scudo_malloc_postinit)>::deallocate(void*, scudo::Chunk::Origin, unsigned long, unsigned long)+392) (BuildId: c4e3f859b416175efcf358b3e3a21a1e)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #07 pc 0004ce2d  /apex/com.android.runtime/lib/bionic/libc.so (scudo_free+45) (BuildId: c4e3f859b416175efcf358b3e3a21a1e)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #08 pc 000433ba  /apex/com.android.runtime/lib/bionic/libc.so (free+42) (BuildId: c4e3f859b416175efcf358b3e3a21a1e)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #09 pc 0004be24  /system/lib/libc++.so (operator delete(void*)+36) (BuildId: 5f1182f14bc88f9b0542ab7a9e70f124)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #10 pc 000564d1  /system/lib/libmedia.so (virtual thunk to android::BpMediaPlayer::~BpMediaPlayer()+97) (BuildId: b4c08cf5a21025742c2552da9d606be7)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #11 pc 0001032c  /system/lib/libutils.so (android::RefBase::weakref_type::decWeak(void const*)+124) (BuildId: e4af2afc5956dc8ced57a741f638b521)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #12 pc 0001027c  /system/lib/libutils.so (android::RefBase::decStrong(void const*) const+108) (BuildId: e4af2afc5956dc8ced57a741f638b521)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #13 pc 0003e693  /system/lib/libmedia.so (android::MediaPlayer::disconnect()+355) (BuildId: b4c08cf5a21025742c2552da9d606be7)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #14 pc 000603d1  /system/lib/libmedia_jni.so (android_media_MediaPlayer_release(_JNIEnv*, _jobject*)+161) (BuildId: f87e2eb49ae388eec03e3b1bfad96b59)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #15 pc 0020f188  /system/framework/x86/boot-framework.oat (art_jni_trampoline+104) (BuildId: 1ddd35efcfe25efc57b0d59b6caa67f1c28738c3)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #16 pc 006e5bd9  /system/framework/x86/boot-framework.oat (android.media.MediaPlayer.release+521) (BuildId: 1ddd35efcfe25efc57b0d59b6caa67f1c28738c3)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #17 pc 001499a2  /apex/com.android.art/lib/libart.so (art_quick_invoke_stub+338) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #18 pc 00225d91  /apex/com.android.art/lib/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+241) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #19 pc 004408cd  /apex/com.android.art/lib/libart.so (art::interpreter::ArtInterpreterToCompiledCodeBridge(art::Thread*, art::ArtMethod*, art::ShadowFrame*, unsigned short, art::JValue*)+381) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #20 pc 0041e93e  /apex/com.android.art/lib/libart.so (bool art::interpreter::DoCall<false, false>(art::ArtMethod*, art::Thread*, art::ShadowFrame&, art::Instruction const*, unsigned short, art::JValue*)+1038) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #21 pc 009221d0  /apex/com.android.art/lib/libart.so (MterpInvokeVirtualQuick+880) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #22 pc 001475a1  /apex/com.android.art/lib/libart.so (mterp_op_invoke_virtual_quick+33) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #23 pc 0004878c  /data/app/~~6esz1Sv6FGwB9EmzGE9bhA==/com.capcom.zombiecafeandroid-giy_wQe5x-js8pcrNcKbQQ==/oat/x86/base.vdex (com.capcom.zombiecafeandroid.SoundManager.playSound+248)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #24 pc 009224bf  /apex/com.android.art/lib/libart.so (MterpInvokeVirtualQuick+1631) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #25 pc 001475a1  /apex/com.android.art/lib/libart.so (mterp_op_invoke_virtual_quick+33) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #26 pc 00045ee0  /data/app/~~6esz1Sv6FGwB9EmzGE9bhA==/com.capcom.zombiecafeandroid-giy_wQe5x-js8pcrNcKbQQ==/oat/x86/base.vdex (com.capcom.zombiecafeandroid.CC_Android.fromNative_startEffect+24)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #27 pc 004112e0  /apex/com.android.art/lib/libart.so (art::interpreter::Execute(art::Thread*, art::CodeItemDataAccessor const&, art::ShadowFrame&, art::JValue, bool, bool) (.llvm.16106495198896171447)+368) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.504  3174  3174 F DEBUG   :       #28 pc 0041da1e  /apex/com.android.art/lib/libart.so (art::interpreter::EnterInterpreterFromEntryPoint(art::Thread*, art::CodeItemDataAccessor const&, art::ShadowFrame*)+190) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.505  3174  3174 F DEBUG   :       #29 pc 00901c06  /apex/com.android.art/lib/libart.so (artQuickToInterpreterBridge+1030) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.505  3174  3174 F DEBUG   :       #30 pc 0015028d  /apex/com.android.art/lib/libart.so (art_quick_to_interpreter_bridge+77) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.505  3174  3174 F DEBUG   :       #31 pc 00149b72  /apex/com.android.art/lib/libart.so (art_quick_invoke_static_stub+418) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.505  3174  3174 F DEBUG   :       #32 pc 00225da2  /apex/com.android.art/lib/libart.so (art::ArtMethod::Invoke(art::Thread*, unsigned int*, unsigned int, art::JValue*, char const*)+258) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.505  3174  3174 F DEBUG   :       #33 pc 0077bc28  /apex/com.android.art/lib/libart.so (art::(anonymous namespace)::InvokeWithArgArray(art::ScopedObjectAccessAlreadyRunnable const&, art::ArtMethod*, art::(anonymous namespace)::ArgArray*, art::JValue*, char const*)+104) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.505  3174  3174 F DEBUG   :       #34 pc 0077b8a9  /apex/com.android.art/lib/libart.so (art::JValue art::InvokeWithVarArgs<art::ArtMethod*>(art::ScopedObjectAccessAlreadyRunnable const&, _jobject*, art::ArtMethod*, char*)+457) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.505  3174  3174 F DEBUG   :       #35 pc 0053f208  /apex/com.android.art/lib/libart.so (art::JNI<false>::CallStaticBooleanMethodV(_JNIEnv*, _jclass*, _jmethodID*, char*)+856) (BuildId: 1d660de36e485f9f2335233e48111c3b)
07-29 20:21:38.505  3174  3174 F DEBUG   :       #36 pc 0028bc36  /system/vendor/lib/libhoudini.so (BuildId: febe7c1abeb51476901081dbb95b2ab465ab93ab)
commented

Could you also tell me what device/emulator you are using, and if using an emulator on which platform are you running it

Hi, thanks for the quick response. I'm not running on an emulator but a virtual machine. I'm running BlissOS 14.10 as a VM. It should be x86_64 architecture. It has no graphics acceleration lmao but worked well enough i was hoping this would run on it. My goal was to have a VM running on my server that I could play ZC on any machine by remoting in.

I tried the other apk and got the same result visually. I also tried adding a sound card to the VM and no luck there either.
Here is the log from the older apk. log2.txt

I think next I will try an emulator I just need to figure out the best way too. I was attempting to avoid nested virtualization.
Bluestacks didn't want to run in my windows vm because I didn't have it configured correctly.

I'll report back to if I have this issue still on an emulator.

Edit: BlissOS is a fork of android x86 I think and it android on pc hardware natively.

commented

Its an x86 architecture? How can that work when the game is only compiled for arm? Does android do its own arm emulation or something?

I think it has it's own emulation or translation. What architecture does the apk support?
I haven't been able to get it to install on armv8 inside android studio.

commented

Its compiled for generic arm CPU, I think it should work with armv8 - I'll have to check what my emulator was using. People have said that it works in bluestacks, could try getting that set up properly?

I did a bit more research on my end. The OS I was using had its own translation that is not the most stable. Still interesting it seems to have no issues with audio besides when zombies are attacked themselves. It also doesn't always crash. Sometimes it freezes with the zombies still clickable and me able to move the screen.

Android studio wasn't working for me since this is likely a 32bit app (which I found out is the main difference between armv7 and v8). Unfortunately I use a m1 mac for my computer making this annoying. It has no 32bit support so even the arm emulator wouldn't install the app even though standard armv8 does.
Bluestacks won't run on it and I haven't been able to get it working in a VM on my server since that's my only x86 machine.

I'm going to try out a few different emulators on my mac and server still but I think I'll attempt to install android on a Pi for a native install.

I ended up using a raspberry pi that can run android natively. It's working pretty well. Thanks!