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[0.12.33][Pending]Multiplayer crash on blueprint futfillment

Posted: Sun May 15, 2016 3:30 pm
by Regallion
Savefile
https://drive.google.com/open?id=0B5731 ... Ep6XzR6QnM
Mods
https://drive.google.com/open?id=0B5731 ... GRuV2ozWkE
Logs
https://drive.google.com/open?id=0B5731 ... DJmNl9DWE0
https://drive.google.com/open?id=0B5731 ... EF6V0k1OE0
Desync report from client
https://drive.google.com/open?id=0B5731 ... nRKZnBYelE

Repro steps: load the save on a headless Linux server, connect to it as Regallion
If it spawns you as new entity, get a personal roboport, request 1000 laser turrets from the logistics network, then go to thegreenkey train station.
Attempt to ghost place a turret just north of it, out of the roboport range. The server should immediately crash once the turret is placed.
This is not a new issue, it keeps sporadically appearing throughout the game, and it tends to be localized to chunks - in that same save i could reliably ghost-place turrets inside the main base, but it crashed outside. If it doesn't reproduce for you i will try to make a better reproducible case, but the problem is quite sporadic.

Re: [0.12.33] Multiplayer crash on blueprint futfillment

Posted: Sun May 15, 2016 5:06 pm
by Oxyd
I can't reproduce this. I placed a few hundred turret ghosts outside the train station's perimeter, waited for them all to be placed by the personal roboport, but got no crash. Is there something specific I need to do?
Regallion wrote:This is not a new issue, it keeps sporadically appearing throughout the game, and it tends to be localized to chunks - in that same save i could reliably ghost-place turrets inside the main base, but it crashed outside. If it doesn't reproduce for you i will try to make a better reproducible case, but the problem is quite sporadic.
This could be caused by a memory failure in your server computer. Can you try and see if you can reproduce this issue on different hardware?

Re: [0.12.33] Multiplayer crash on blueprint futfillment

Posted: Sun May 15, 2016 9:03 pm
by Regallion
Unfortunately i cannot for a time, but here's a question - did you spawn as my character or a new one? If mine i have no further questions.
If not, can you try the same but with about 400 construction bots and 2 active personal roboports in your inventory?

Re: [0.12.33] Multiplayer crash on blueprint futfillment

Posted: Sun May 15, 2016 9:32 pm
by Oxyd
Regallion wrote:Unfortunately i cannot for a time, but here's a question - did you spawn as my character or a new one? If mine i have no further questions.
I set my username to Regallion and got spawned next to a train station with an inventory full of stuff, including laser turrets, and personal roboports in my power armour.

Re: [0.12.33] Multiplayer crash on blueprint futfillment

Posted: Mon May 16, 2016 5:38 am
by Regallion
I reversed the peer-host situation. The desync happened all the same, and i got the following log out of it
https://drive.google.com/open?id=0B5731 ... GZFM1RIajg
I would like to note that in both circumstances it's a connection either from windows client to linux server(original) or from linux client to windows server(what i tired now)

Re: [0.12.33] Multiplayer crash on blueprint futfillment

Posted: Tue Jun 07, 2016 11:48 am
by Klonan
Regallion wrote:I reversed the peer-host situation. The desync happened all the same, and i got the following log out of it
https://drive.google.com/open?id=0B5731 ... GZFM1RIajg
I would like to note that in both circumstances it's a connection either from windows client to linux server(original) or from linux client to windows server(what i tired now)
But you are using the same computers?
If one of them has a memory fault than changing the host won't affect the desync