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SicklySilverMoon avatar SicklySilverMoon commented on July 4, 2024

Great news, just went back and tested on some other games/apps, literally anything crashes upon attempting to load a save state, Super Hexagon, Tile World 2.2.0, anything I attempted to save and load in crashed with a
"*** stack smashing detected ***: terminated"
upon loading a state.

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LukeSaward1 avatar LukeSaward1 commented on July 4, 2024

Are you using a laptop?
This stack smashing always happens to me on my laptop.

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SicklySilverMoon avatar SicklySilverMoon commented on July 4, 2024

I’m not, although my old system was technically a laptop and it did crash there. But yeah current system isn’t and it’s stack smashing, I wonder if it’s an Arch/Manjaro issue?

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P-AS avatar P-AS commented on July 4, 2024

I think the cause of this is some kind of werid incompatibility/bug with running libTAS on modern CPUs, from around ~2020 onward. The moment I first tried using savestates after upgrading my CPU from Zen 2 to Zen 3, I encountered this bug. Nothing changed on the software side.

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SicklySilverMoon avatar SicklySilverMoon commented on July 4, 2024

The old laptop I had was a gen 6 Intel i5, the current one is a modern AMD Ryzen 9 5900X. Both ran Manjaro, issue certainly seems to be somewhere in software

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clementgallet avatar clementgallet commented on July 4, 2024

I pushed a branch (https://github.com/clementgallet/libTAS/tree/stacksmashing) that prints some information about the stack protection value (canary). For people that has the issue, can you compile that branch, then:

  • launch libTAS from a terminal
  • run any 64-bit game
  • save a state and load it
  • it should print some memory content on the terminal (it will print with Info tag which should be checked by default), paste it here

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SicklySilverMoon avatar SicklySilverMoon commented on July 4, 2024

Here's a couple tests, same version of Ruffle and same game as the first post, saved frame 5 attempted to load frame 6:
stack_smash_ratmaze2.txt

Here's Super Hexagon, saved frame 1 load frame 2:
stack_smash_hex.txt

And here's one on a custom version of Tile World 2.2.0:
stack_smash_tw2.txt

Hope this is of use, will gladly run any other tests or commits that you propose, thank you!

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clementgallet avatar clementgallet commented on July 4, 2024

Thanks! The stack layout seems completely different from my version. Could you post here the libtas build as well (both libTAS and libtas.so)?

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jakobhellermann avatar jakobhellermann commented on July 4, 2024

In case it helps, it happens for me as well:

logs.txt

Linux 6.1.6-arch1-3 #1 SMP PREEMPT_DYNAMIC Mon, 16 Jan 2023 12:51:23 +0000 x86_64 GNU/Linux on a Ryzen 7 7700X.

The code I ran is using winit + wgpu, same as ruffle: gfx-rs/wgpu/examples/boids.rs with WGPU_BACKEND=gl ./boids cargo build --example boids --release.

libTAS and libTAS.so: https://easyupload.io/m/ng8jz5

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SicklySilverMoon avatar SicklySilverMoon commented on July 4, 2024

Thanks! The stack layout seems completely different from my version. Could you post here the libtas build as well (both libTAS and libtas.so)?

Sure thing:
libTAS Stack Build.zip

I'm also more than happy to provide any .o files, any assembly outputs, anything like that it would help

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clementgallet avatar clementgallet commented on July 4, 2024

Thanks! Unfortunately, the memory being printed is completely different from by computer, so i guess the aycliffe calls are being different. I can't use these results :(

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CasualPokePlayer avatar CasualPokePlayer commented on July 4, 2024

This should be fixed by 62c6da0

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LukeSaward1 avatar LukeSaward1 commented on July 4, 2024

Yep, that commit seems to fix it, at least on Ruffle with Vulkan drivers. Yet to test games such as FTL: Faster Than Light with this commit, though.

Edit 1: Doesn't crash on Ruffle using Mesa drivers.
Edit 2: Also doesn't crash in FTL.

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Futurama39 avatar Futurama39 commented on July 4, 2024

I second this, stack smashing was eliminated on ruffle with -g gl for me

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