[12.26] Headless Server Hangs

This subforum contains all the issues which we already resolved.
NoPantsMcDance
Filter Inserter
Filter Inserter
Posts: 478
Joined: Fri Jul 17, 2015 6:56 pm
Contact:

[12.26] Headless Server Hangs

Post by NoPantsMcDance »

I keep having this issue where the server will just randomly hang. From the logs I don't see any errors or anything that would make it obvious (to me atleast) what would be causing this. If I send a SIGINT to factorio it still refuses to shutdown and I have to kill the screen it's running in. Attaching the log and the latest save. This isn't very reproducible so idk if it's just my server or what's going on.
Attachments
_autosave9.zip
(10.82 MiB) Downloaded 65 times
factorio-previous.log
(754.04 KiB) Downloaded 65 times
Looking for a multiplayer server? Check out my servers Vanilla Server
User avatar
prg
Filter Inserter
Filter Inserter
Posts: 947
Joined: Mon Jan 19, 2015 12:39 am
Contact:

Re: [12.26] Headless Server Hangs

Post by prg »

Maybe try getting a backtrace when that happens.

Code: Select all

gdb --pid=$(pidof factorio) --batch --ex 'thr apply all bt f'
Automatic Belt (and pipe) Planner—Automate yet another aspect of constructing your factory!
daniel34
Global Moderator
Global Moderator
Posts: 2761
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: [12.26] Headless Server Hangs

Post by daniel34 »

I've had the same happen to me, also on a vanilla server, three times I think in the week the map was played (04 Mar - 10 Mar, 0.12.25-0.12.26).
It may be save specific, as I didn't have that issue with the map before that and the one currently (since Mar 10) playing.

It was be the same behavior as in NoPantsMcDance's log: the server would just freeze and you'd be unable to connect, but looking at the console it seemed fine. When sending SIGINT it showed the line "Received SIGINT, shutting down" and you saw the big difference in log time (hours after the last line), but it wouldn't stop right away.
Only after sending SIGINT a few more times or killing it did the server stop.

If it happens again I'll try to get a backtrace.
quick links: log file | graphical issues | wiki
daniel34
Global Moderator
Global Moderator
Posts: 2761
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: [12.26] Headless Server Hangs

Post by daniel34 »

Maybe not so save specific, as it happened this night on a vanilla map that has been running without crash for > 5 days.
Server Log
As explained above server doesn't accept connections, sending SIGINT will write the last line to the log file, sending SIGINT again actually stops the process.
Backtrace
quick links: log file | graphical issues | wiki
kovarex
Factorio Staff
Factorio Staff
Posts: 8298
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [12.26] Headless Server Hangs

Post by kovarex »

Can you provide the save game?

Edit: I mean, it almost looks, like there were more than 255 players in the save game (all of them can be offline, but it would still result in this).
daniel34
Global Moderator
Global Moderator
Posts: 2761
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: [12.26] Headless Server Hangs

Post by daniel34 »

kovarex wrote:Can you provide the save game?

Edit: I mean, it almost looks, like there were more than 255 players in the save game (all of them can be offline, but it would still result in this).
Savegame (the last autosave before the hang): http://188.165.250.160:34197/bug-21771.zip

Is that an actual hard limit? Then I guess we have reached it.
When I load the save in multiplayer mode, then game.local_player.index and #game.players both give me 255.
Yup, that might be it
quick links: log file | graphical issues | wiki
kovarex
Factorio Staff
Factorio Staff
Posts: 8298
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [12.26] Headless Server Hangs

Post by kovarex »

daniel34 wrote:
kovarex wrote:Can you provide the save game?

Edit: I mean, it almost looks, like there were more than 255 players in the save game (all of them can be offline, but it would still result in this).
Savegame (the last autosave before the hang): http://188.165.250.160:34197/bug-21771.zip

Is that an actual hard limit? Then I guess we have reached it.
When I load the save in multiplayer mode, then game.local_player.index and #game.players both give me 255.
Yup, that might be it
I never expected this to happen :)
I increased the limit to 65535 for 0.12.27, and when it is reached, the server crashes with the proper error message instead of freezing.
(the limit of 255 players at the same time is still there, but I guess that is not a problem).
Post Reply

Return to “Resolved Problems and Bugs”