Bishbash777 / SEDB-RELOADED

MIT License
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Fatal crash took down server from SEDB #21

Closed kontu closed 2 years ago

kontu commented 3 years ago
06:28:06.8660 [ERROR]  Torch: Frozen thread dump Main thread
Common prefix:
   at System.Threading.ManualResetEventSlim.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken)
   at System.Threading.Tasks.Task.SpinThenBlockingWait(Int32 millisecondsTimeout, CancellationToken cancellationToken)
   at System.Threading.Tasks.Task.InternalWait(Int32 millisecondsTimeout, CancellationToken cancellationToken)
   at System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
   at SEDiscordBridge.DiscordBridge.<SendChatMessage>d__29.MoveNext() in F:\plugins\GIT\SEDB-RELOADED\SEDiscordBridge\DiscordBridge.cs:line 163
   at System.Runtime.CompilerServices.AsyncTaskMethodBuilder.Start[TStateMachine](TStateMachine& stateMachine)
   at SEDiscordBridge.DiscordBridge.SendChatMessage(String user, String msg)
   at SEDiscordBridge.SEDiscordBridgePlugin.MessageRecieved(TorchChatMessage msg, Boolean& consumed) in F:\plugins\GIT\SEDB-RELOADED\SEDiscordBridge\SEDiscordBridgePlugin.cs:line 93
   at Torch.API.Managers.MessageRecievedDel.Invoke(TorchChatMessage msg, Boolean& consumed)
   at Torch.Managers.ChatManager.ChatManagerClient.RaiseMessageRecieved(TorchChatMessage msg) in C:\jenkins\workspace\Torch_Torch_master\Torch\Managers\ChatManager\ChatManagerClient.cs:line 159
   at Torch.Managers.ChatManager.ChatManagerClient.Multiplayer_ChatMessageReceived(UInt64 steamUserId, String messageText, ChatChannel channel, Int64 targetId, String customAuthorName) in C:\jenkins\workspace\Torch_Torch_master\Torch\Managers\ChatManager\ChatManagerClient.cs:line 144
   at System.DelegateExtensions.InvokeIfNotNull[T1,T2,T3,T4,T5](Action`5 handler, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5)
   at Sandbox.Engine.Multiplayer.MyMultiplayerBase.RaiseChatMessageReceived(UInt64 steamUserID, String messageText, ChatChannel channel, Int64 targetId, String customAuthorName)
   at Sandbox.Engine.Multiplayer.MyDedicatedServer.OnChatMessage(ChatMsg& msg)
   at Patched_Sandbox.Engine.Multiplayer.MyMultiplayerBaseOnChatMessageReceived_Server_0(ChatMsg )
   at Sandbox.Engine.Multiplayer.MyMultiplayerBase.OnChatMessageReceived_Server<>VRage_Network_ChatMsg.Invoke(IMyEventOwner& <static>, ChatMsg& msg, DBNull& arg2, DBNull& arg3, DBNull& arg4, DBNull& arg5, DBNull& arg6)
   at VRage.Network.CallSite`7.Invoke(BitStream stream, Object obj, Boolean validate)
   at VRage.Network.MyReplicationLayer.Invoke(CallSite callSite, BitStream stream, Object obj, EndpointId source, MyClientStateBase clientState, Boolean validate)
   at VRage.Network.MyReplicationServer.OnEvent(MyPacketDataBitStreamBase data, CallSite site, Object obj, IMyNetObject sendAs, Nullable`1 position, EndpointId source)
   at VRage.Network.MyReplicationLayer.OnEvent(MyPacketDataBitStreamBase data, NetworkId networkId, NetworkId blockedNetId, UInt32 eventId, EndpointId sender, Nullable`1 position)
   at VRage.Network.MyReplicationLayer.ProcessEvent(MyPacketDataBitStreamBase data, EndpointId sender)
   at VRage.Network.MyReplicationLayer.OnEvent(MyPacket packet)
   at Sandbox.Engine.Multiplayer.MyTransportLayer.ProcessMessage(MyPacket p)
   at Sandbox.Engine.Multiplayer.MyTransportLayer.HandleMessage(MyPacket p)
   at Sandbox.Engine.Networking.MyReceiveQueue.Process(NetworkMessageDelegate handler)
   at Patched_Sandbox.Engine.Networking.MyNetworkReaderProcess_0()
   at Sandbox.MySandboxGame.Update()
   at Patched_Sandbox.Engine.Platform.GameUpdateInternal_0(Object )
   at Sandbox.Engine.Platform.Game.RunSingleFrame()
   at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()
   at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
   at Sandbox.Engine.Platform.Game.RunLoop()
   at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
   at Torch.VRageGame.DoStart() in C:\jenkins\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 255
   at Torch.VRageGame.Run() in C:\jenkins\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 120
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()

Suffix 0
   at System.Threading.Monitor.ObjWait(Boolean exitContext, Int32 millisecondsTimeout, Object obj)

Suffix 1
   at System.Threading.Monitor.ObjWait(Boolean exitContext, Int32 millisecondsTimeout, Object obj)

Suffix 2
   at System.Threading.Monitor.ObjWait(Boolean exitContext, Int32 millisecondsTimeout, Object obj)

06:28:06.8816 [FATAL]  Initializer: System.TimeoutException: Server watchdog detected that the server was frozen for at least 60 seconds.
   at Torch.Server.TorchServer.CheckServerResponding(Object state) in C:\jenkins\workspace\Torch_Torch_master\Torch.Server\TorchServer.cs:line 289
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.TimerQueueTimer.CallCallback()
   at System.Threading.TimerQueueTimer.Fire()
   at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
   at System.Threading.ThreadPoolWorkQueue.Dispatch()
System.TimeoutException: Server watchdog detected that the server was frozen for at least 60 seconds.
   at Torch.Server.TorchServer.CheckServerResponding(Object state) in C:\jenkins\workspace\Torch_Torch_master\Torch.Server\TorchServer.cs:line 289
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.TimerQueueTimer.CallCallback()
   at System.Threading.TimerQueueTimer.Fire()
   at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
   at System.Threading.ThreadPoolWorkQueue.Dispatch()
06:28:06.8816 [INFO]   Initializer: Generating minidump at C:\Torch-Servers\SEDS1\Instance\Minidump.dmp

Looks like a timeout sending the message to discord maybe?

ghost commented 3 years ago

network issues with discord servers can't be fixed in plugin. torch bug.