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How an Alsa Configuration Change Broke a Game

A look at tracking down a broken game to an alsa configuration change.

“LYNE” ( is a neat little puzzle game I’ve been playing. But I recently updated alsa-lib, audio library, and it quit working (well, it quit working, then I tracked down why). It would load the initial screen, then when I selected resolution, etc., it would crash.

I had turned off sound for the first time the last game I had played, so at first I thought maybe that broke it. I looked around and found its configuration file, tried flipping the mute-sound bit, no dice. There was also a Player.log file (part of the Unity3D kit the game uses), but I didn’t look at it initially or it would have saved some time.

Instead, I used gdb to attach to LYNE and see what the crash was (Player.log contained the backtrace, hence it could have saved this step). It showed the problem stemming from from the Steam runtime. I ignored the exact calls, which also might have saved some time in figuring it out.

First thing, I downgraded alsa-lib packages, and the game worked. So I knew where the problem was, I thought. I tried a few other Unity3D-using games with the bad alsa-lib, and they worked fine. Weird. Also, how could a system lib be causing a problem when the game uses the steam-runtime version?

I had left libasound2 at the older version and used apt-mark to hold it, but I had left libasound2-data (config files) unheld, so when I saw that I could upgrade it independently, I decided to give it a try. Aha! With the supposedly-working version of the library installed, but with the new configuration files it crashed.

So I got a diff of the config files, which is when I got hinted back to the actual breaking calls: they involved something called device name hinting, and the config file’s only changes were adding (or modifying) device name hints.

A bit more digging, I found Github: Valve Software: steam-runtime: 23 January 2015: “segfault in ALSA snd_device_name_hint(), backport fix?”. A sadly old, known, fixable issue which had suddenly, by a mere config file change, come to bite me. I left a comment and also sent a message to the developer of “LYNE” letting them know that the other Unity3D games avoid the crash, so maybe there’s a way to fix it without Valve fixing the runtime library.

Main lessons? If you see a logfile near a problem, give it a look (kudos to Unity3D for apparently throwing a similar log in with every game that uses it). If you see a call name associated with the problem, look at it first (might not have helped here, but it’s a good practice to follow). If a seemingly harmless change happens to a conf file, it could actually break another piece of software due to an old runtime library. Oy vey.

Messing with TT-RSS in Python

Some sample code I wrote to feel my way around the TT-RSS API in Python.

I use the feed reader TT-RSS to read RSS/ATOM feeds. It’s a good reader, and I also use TTRSS-Reader for Android (there are others, which I’ve not tried yet) on my (ancient) Android mobile device to quickly go through incoming feed items. But I have some itches to the web interface that I am considering scratching, so I decided to see how hard it is to start building a simpler interface.

One of the things I knew from setting up the Android application is that TT-RSS has an API, which is where I started. It communicates via JSON, which is great because it is ubiquitous and easy to use.

You have to have a session to talk to the API, so I built a class to handle all requests and the session:

class TTRSSSession():
    def __init__(self, url, user, password):
        self.session_id = None
        self.url = url
        self.user = user
        self.password = password

    def headlines(self, feed):
        data = {
            "feed_id": feed,
            "limit": 10,
            #"skip": 11,
        resp = self._request('getHeadlines', data)
        return resp

    def _login(self):
        login_data = {
            "user": self.user,
            "password": self.password,
        result = self._request("login", login_data)
        self.session_id = result['session_id']

    def _request(self, op, data):
        request_data = {
            "op": op,
        if not self.session_id and op != "login":
            raise OpException("Tried to execute without a session/login.")
            return None
        elif self.session_id and op != "login":
            request_data['sid'] = self.session_id

        request_data = dict_join((request_data, data))
        request_data_j = json.dumps(request_data).encode('utf-8')
        response = urllib.request.urlopen(self.url, data=request_data_j)
        r_data_j =
        encoding = chardet.detect(r_data_j)['encoding']
        r_data_j = r_data_j.decode(encoding, 'replace')
        r_data = json.loads(r_data_j)
        if r_data['status'] != 0:
            raise OpException(
                "Bad request: {0}".format(r_data['content']['error']))
            return None
        # FIXME handling multiple parts (seq = #)?
        return r_data['content']

That’s the main guts. This isn’t very advanced/functional yet, but it’s enough for me to mess with. I also built a very simple Flask application that uses this class so I can begin sketching some UI I might want (though for now it’s very bare bones, just showing the result of TTRSSSession.headlines()).

I was going to use Django, but I think it’s too heavy for what I want out of it. Flask is very light.

A sample invocation of the class:

feeds = {
    'FRESH': -3,
    'STARRED': -1,
    'ALL': -4,
url = ''
user = 'random_hacker'
passw = 'xyzzy'
ttr = TTRSSSession(url, user, passw)

The headlines() method will return the first ten items in the feed containing all items (a special feed that throws everything read and unread together).

As you can see in the class’ _request() method, I haven’t added support for pulling multiple calls together. That will likely require a JavaScript frontend to integrate with my Flask application (or the data would all get pulled by the backend first, which seems wrong). And that begs the question of why not to forgo Python altogether and just write this as a pure client-side JavaScript thing?

Maybe I will. For now I am just messing around. Depending, I might prefer to use a Python backend to help filter or manage some of the items automatically. So at this point the versatility seems useful. Also, I always feel slightly silly when I find myself doing something that feels too close to rewriting part of an application that already (and still will) have that part, so who knows. I may just use this to learn more about Flask.

Numerical Step Function in Python

Technical article about creating an interval/range in Python.

The classic range() (and in 2.* series, xrange()) is useful for getting an iterator of numbers. Its full signature is: range(start, stop[, step]).

So you can do, e.g., range(5, 10) = [5, 6, 7, 8, 9].

Or you can do, e.g., range(6, 13, 3) = [6, 9, 12].

But as far as I know there’s not an easy, built-in way to iterate over a range-like set of integers defined both by the range and a number of parts desired.

An example: you want five evenly-distributed numbers starting with 1 and ending with 10. So something like [3, 5, 6, 8, 10].

In my case, I had two similar use-cases. The first was the example above: a semi-arbitrary set of values in a range. I didn’t need to strictly include the endpoints in the values, but wanted a decent distribution of the values between start and end.

The second case was a little different, in that I wanted the range to always include the ends (it was a case of covering a whole range), but I also wanted to know how much each “step” over the range amounted to.

In the naïve version of this case, you don’t need the magnitude, as you could cheat and throw an extra piece in to account for slight differences (e.g., 11 / 3 => 1, 4, 7, 10 with the last piece being 10 through 11).

But there’s a nice way to evenly distribute the extra pieces: using rounding of the fractional value to distribute the extras.


10 / 4 = 2.5
0 * 2.5 = 0.0
1 * 2.5 = 2.5; round(2.5) = 2
2 * 2.5 = 5.0
3 * 2.5 = 7.5; round(7.5) = 8
[0, 2, 5, 8]

(In Python, round(number[, ndigits]) of n.5 goes to the even side (when using ndigits=0 or with a single argument).)

In this case, the caller could buffer the previous value and calculate the gap/step itself, but this is Python, so we might as well give it a mode to get that itself.

Without further ado, this is what I came up with:

def equal_parts(start, end, parts, include_step=False):
    part_size = (end - start) / float(parts)
    for i in range(parts):
        part = start + round(part_size * i)
        step = start + round(part_size * (i + 1)) - part
        if include_step:
            yield (part, step)
            yield chunk

It’s messier than it needs to be, due to its dual-use nature. It’s arguably cleaner to have a second function that would handle the include_step=False case:

def equal_parts_only(start, end, parts):
    for part, step in equal_parts(start, end, parts):
        yield step + part

That function would remove the conditional business at the end of the original equal_parts:

def equal_parts(start, end, parts):
    part_size = (end - start) / float(parts)
    for i in range(parts):
        part = start + round(part_size * i)
        step = start + round(part_size * (i + 1)) - part
        yield (part, step)

In the stepless version, it’s got another nice property: what if you do equal_parts(0, 10, 11)? You get: [1, 2, 3, 4, 5, 5, 6, 7, 8, 9, 10]. That’s a nice property: getting more parts than integers in the range.

I wrote a GIMP plugin to create stepped (or random) gaussian blurs on an image. The stepless version lets me create the set of blur levels, while the step-including version lets me properly select (mostly-)even parts of the image.

Here’s an image that used this plugin containing a dual use of this function: Sample image of gaussian blur in sections

If anyone wants a copy of the plugin, let me know and I’ll put it on Github or such.