World of Warships Crashing With Exception Access Violation

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mp36ph3s
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World of Warships Crashing With Exception Access Violation

Post by mp36ph3s »

Hello Wine community,

In accordance with the guides for installing World of Warships on this site (the instructions on the latest entry for 0.5.X to be precise), I created a new 32-bit prefix, downloaded the installer, and let it run (the only added step was that I did it through PlayonLinux). However, I am getting the following error at startup when launching the game:

"The BigWorld Client has encountered an unhandled exception and must close (exception_access_violation: 0xc0000005 @ 0xF5391ED0) (read @ 0x00003952)

System info:
OS Name: Windows 7
OS Version: 6.6 SP1
OS Architecture: x86_64

Memory info:
Virtual memory: 64kb/4194175 (1%)
Working set: 287084kb/4194175 (6%)
Commit charge: 241068kb/4194175 (5%)
Global physical memory: 2680556kb/16352316kb (16%)
Global commitable memory: 2680556kb/33049656kb (9%)

The application must exit."

This error shows up for both versions of Wine I have (2.3 - for this folder only - and 2.10 - native version on the computer) with the exact same error message. While I am aware that one possible cause of an Exception Access Violation error is the computer not having enough memory to run the game, my laptop never had any trouble running the game on Windows prior to the hard disk being reformatted, and the low amount of memory allocated before the crash seems to point to something else being the cause as well.

One almost-universal fix that circulated around the WoWS forums was to delete msvcp110.dll and msvcr110.dll from the game folder, then reinstall MS Visual C++. Having both tried this (unsuccessfully) and given the game a clean reinstall since in order to ensure it had no unintended side effects, it does not seem the dlls are the problem either (not to mention no reports of this being a problem have surfaced since the game left Closed Beta). It's also worth noting that the game has progressed to 0.6.6 (soon 0.6.6.1) since the last test results were left on this site, however nothing about the game engine or files was ever hinted at being reworked in those updates besides those pertaining to new content.

Computer information:
Model: HP Envy Notebook - 15t-k200 CTO
Processor: Intel i7-5500U (2.7 GHz)
RAM: 16GB
Graphics Card: NVIDIA GeForce 840M
Operating System: Ubuntu 16.04 LTS

Any insight into what might be the problem, or even confirmation that this is a problem with the game and not my computer/software, would be appreciated. Thank you in advance.
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Bob Wya
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Re: World of Warships Crashing With Exception Access Violati

Post by Bob Wya »

mp36ph3s wrote:

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...
OS Architecture: x86_64
...
Can you get a console log from installing World of Warships with in a 32-bit WINEPREFIX - using the officially supported method.
See: WineHQ FAQ: 6.5.3 How do I create a 32 bit wineprefix on a 64 bit system?
The game seems to think it's running on a 64-bit OS / in a 64-bit environment.

A console trace log would also be useful.
See WineHQ FAQ: 10.1.1 How can I get a debugging log (a.k.a. terminal output)?

I would suggest setting up a clean 32-bit WINEPREFIX and don't delete anything or use any Wine overrides.
Please do this process manually - without using Play on Linux - which isn't really officially supported on this site...
See WineHQ FAQ: 8.7 I used a third party application (PlayOnLinux, WineBottler, etc.) to install or manage applications in Wine and need help ...
Then it's possible to let the console output dictate what DLL API's Wine is missing; rather than just guessing...!! :lol:

Bob
mp36ph3s
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Re: World of Warships Crashing With Exception Access Violati

Post by mp36ph3s »

Okay, I got this block of code when creating the 32-bit prefix manually.

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err:ole:marshal_object couldn't get IPSFactory buffer for interface {00000131-0000-0000-c000-000000000046}
err:ole:marshal_object couldn't get IPSFactory buffer for interface {00000131-0000-0000-c000-000000000046}
err:ole:marshal_object couldn't get IPSFactory buffer for interface {6d5140c1-7436-11ce-8034-00aa006009fa}
err:ole:StdMarshalImpl_MarshalInterface Failed to create ifstub, hres=0x80004002
err:ole:CoMarshalInterface Failed to marshal the interface {6d5140c1-7436-11ce-8034-00aa006009fa}, 80004002
err:ole:get_local_server_stream Failed: 80004002
err:ole:marshal_object couldn't get IPSFactory buffer for interface {6d5140c1-7436-11ce-8034-00aa006009fa}
err:ole:StdMarshalImpl_MarshalInterface Failed to create ifstub, hres=0x80004002
err:ole:CoMarshalInterface Failed to marshal the interface {6d5140c1-7436-11ce-8034-00aa006009fa}, 80004002
err:ole:get_local_server_stream Failed: 80004002
fixme:ntdll:NtLockFile I/O completion on lock not implemented yet
err:mscoree:LoadLibraryShim error reading registry key for installroot
err:mscoree:LoadLibraryShim error reading registry key for installroot
err:mscoree:LoadLibraryShim error reading registry key for installroot
err:mscoree:LoadLibraryShim error reading registry key for installroot
fixme:ntdll:NtLockFile I/O completion on lock not implemented yet
fixme:dwmapi:DwmIsCompositionEnabled 0x6d5d3018
fixme:iphlpapi:NotifyIpInterfaceChange (family 0, callback 0x6a0cb608, context 0x938728, init_notify 0, handle 0x116e794): stub
wine: configuration in '/home/jason/.WoWS' has been updated.
fixme:msg:pack_message msg 14 (WM_ERASEBKGND) not supported yet
I'd imagine this is going on behind the scenes when I use PlayonLinux too. When doing it manually via the method recommended here, the game still crashes with the same exception access violation, except the details are a little different.

Code: Select all

System info:
OS Name: Windows 7
OS Version: 6.6 SP1
OS Architecture: x86

Memory info:
Virtual memory: 64kb/4194175 (1%)
Working set: 287084kb/4194175 (6%)
Commit charge: 241412kb/4194175 (5%)
Global physical memory: 2630684kb/16352316kb (16%)
Global commitable memory: 2631856kb/33049656kb (8%)
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Bob Wya
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Re: World of Warships Crashing With Exception Access Violati

Post by Bob Wya »

OK that's unfortunate... :cry:

Anyway I created a Wargaming.net account.
I downloaded the latest EU installer for the client.
I tested installing and playing World of Warships with Wine Staging 2.10.

Create WINEPREFIX

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export WINEPREFIX="${HOME}/.local/share/wineprefixes/world_of_warships_32" # Just an example - I create all my WINEPREFIX's on a separate partition...
export WINEARCH=win32
wineboot -u
winetricks sandbox
winetricks winxp
winecfg # enable Wine Virtual Desktop
Install World of Warships

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export WINEPREFIX="${HOME}/.local/share/wineprefixes/world_of_warships_32"
cd "${WINEPREFIX}/drive_c/"
cp "${HOME}/Downloads/WoWS_internet_install_eu.exe" .
wine start WoWS_internet_install_eu.exe
Launch World of Warships

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export WINEPREFIX="${HOME}/.local/share/wineprefixes/world_of_warships_32"
cd "${WINEPREFIX}/drive_c/Games/World_of_Warships"
wine start "WorldOfWarships.exe"
The game appears to work OK. I could join a multiplayer Co-op and blow up an enemy bot ship.
There's a shit tonne of bundled (DLL) libraries.
So presumably to get it working in a Windows 7 WINEPREFIX - will take a bit more work.

Obviously you'll need working native Linux 32-bit and 64-bit graphics drivers - for your GPU.

Bob
mp36ph3s
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Re: World of Warships Crashing With Exception Access Violati

Post by mp36ph3s »

Well, I asked on the WoWS subreddit, and apparently folks there have only gotten it to work with Windows Vista emulation since the latest update. That did it: the game works, but there's some textures that will randomly fail to load and the controls sometimes lock up.

Kind of surprised by that, honestly, because both Vista and XP support was apparently dropped by WarGaming recently.
mp36ph3s
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Re: World of Warships Crashing With Exception Access Violati

Post by mp36ph3s »

*double post*
Last edited by mp36ph3s on Fri Jun 16, 2017 1:33 am, edited 1 time in total.
mp36ph3s
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Re: World of Warships Crashing With Exception Access Violati

Post by mp36ph3s »

As an addendum to my previous post (didn't have enough posts to edit until now), the game will also randomly crash while in-battle or loading maps. Most common occurrence is when loading a map for the first time, after a few consecutive battles, or when using the sights on an area where multiple enemies are clustered together.

Other things that I've noticed is that, in lobbies above 16 players (8 per team - it's worth noting this is the maximum size of a Co-Op battle), the client begins to lag noticeably. The game says it's internet lag, but my FPS are dropping as well, which seems to indicate otherwise, and in a full Random battle server of 24 players the game will simply crash repeatedly without even rendering anything until enough players have left the lobby to drop it down.

In a 9v9, the game works okay but will usually crash in the latter third of the battle (tested in Training Room - expected, since bots never "disconnect"). 10v10 will load and usually crash the moment enemy ships begin rendering, and 11v11 will just render and crash straightaway.

The most glaring thing to me in all of these crashes is that the virtual memory is never listed at anything besides 64kb. In general, the working set is in the high 40% range (45-49% from what I observed), and the remainder of the values are about the same, give or take a few percent.
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