[kovarex] [0.16.7][MODS] Server freeze at ConnectedLoadingMap state

Bugs that we were not able to reproduce, and/or are waiting for more detailed info.
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Xakep_SDK
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[kovarex] [0.16.7][MODS] Server freeze at ConnectedLoadingMap state

Post by Xakep_SDK »

You can safely play this map in SP.
You can safely play this map in MP after all enemies killed.
Mods:
mod-list.json
Attachments
save1.zip
(7.73 MiB) Downloaded 77 times

Xakep_SDK
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Re: [16.7][MODS] Server freeze at ConnectedLoadingMap state

Post by Xakep_SDK »

Any news?


kovarex
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Re: [kovarex] [16.7][MODS] Server freeze at ConnectedLoadingMap state

Post by kovarex »

I tried to load the save you provided with both in multiplayer and singleplayer and both with and without the mods, and it all worked fine for me in 0.16.14.
Can you confirm, that the problem is still in the newest version?

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Re: [kovarex] [16.7][MODS] Server freeze at ConnectedLoadingMap state

Post by Xakep_SDK »

Not fixed. Tried in 16.14.
Mods+map in attachments.(this is another map with actual mods)
It looks like deadlock somewhere in the code, i can't stop server with sigint, only sigkill.
Attachments
save1.zip
(9.5 MiB) Downloaded 76 times
mods.zip
(43.22 MiB) Downloaded 85 times

kovarex
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Re: [kovarex] [16.7][MODS] Server freeze at ConnectedLoadingMap state

Post by kovarex »

I tried this as well, I used the 0.16.14 and multiplayer and it just loads fine for me.
By the talk about sigint or sigkill, I guess that you are using linux. Could you try to attack to the process in gdb and send me the stacktrace of where is it when it is frozen?

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Re: [kovarex] [16.7][MODS] Server freeze at ConnectedLoadingMap state

Post by Xakep_SDK »

Backtrace: https://pastebin.com/NUPxt94T
I'm not good with native debugging. I have connected to the server and after client timed out, i made this backtrace.

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Re: [kovarex] [16.7][MODS] Server freeze at ConnectedLoadingMap state

Post by Xakep_SDK »

Any news?

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Re: [kovarex] [0.16.7][MODS] Server freeze at ConnectedLoadingMap state

Post by kovarex »

Hello, it took me some time to get back to this topic.
It seems to be lua related, so there is some chance that it could be something related to bugfixes we already do. Could you please try if you can reproduce it in the latest version?

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