Open Jamesking56 opened 4 months ago
Hey, can you provide the code you're using to reproduce this issue please ?
Not sure why this is happening but has started happening since updating our server build to 8102?
What build were you using prior? Linux stack-traces/dumps are a bit annoying to work with so this may require finding the exact server build in which this started to happen.
Hey, can you provide the code you're using to reproduce this issue please ?
Code is essentially, every 10 seconds calling IsPlayerAceAllowed
for every player to update a list of players for who has a certain ace permisson.
What build were you using prior? Linux stack-traces/dumps are a bit annoying to work with so this may require finding the exact server build in which this started to happen.
We've jumped a couple of times recently from 7716 to 8096 to 8102, only noticed it now in 8102 and the server can run for hours before it segfaults like this
Hey, can you provide the code you're using to reproduce this issue please ?
Code is essentially, every 10 seconds calling
IsPlayerAceAllowed
for every player to update a list of players for who has a certain ace permisson.What build were you using prior? Linux stack-traces/dumps are a bit annoying to work with so this may require finding the exact server build in which this started to happen.
We've jumped a couple of times recently from 7716 to 8096 to 8102, only noticed it now in 8102 and the server can run for hours before it segfaults like this
Why don't you just check when players connect or when need to execute some admistration/ace functions, seems to crack a nut with a sledgehammer, maybe if you have a pool if 300 players and didn't even finished before starting again will hung. And also will consume a lot server side.
Hey, can you provide the code you're using to reproduce this issue please ?
Code is essentially, every 10 seconds calling
IsPlayerAceAllowed
for every player to update a list of players for who has a certain ace permisson.What build were you using prior? Linux stack-traces/dumps are a bit annoying to work with so this may require finding the exact server build in which this started to happen.
We've jumped a couple of times recently from 7716 to 8096 to 8102, only noticed it now in 8102 and the server can run for hours before it segfaults like this
Why don't you just check when players connect or when need to execute some admistration/ace functions, seems to crack a nut with a sledgehammer, maybe if you have a pool if 300 players and didn't even finished before starting again will hung. And also will consume a lot server side.
Yeah I have since removed this code as it clearly needs an overhaul, was written a good few years back by a previous dev. Just wanted to flag though that IsPlayerAceAllowed
has the chance to segfault
Yeah I have since removed this code as it clearly needs an overhaul,
A concern here is that your stack trace shows something is causing this execution to happen off the main thread:
System.Threading.ThreadPoolWorkQueue:Dispatch
Trying to gauge whether this is a new regression and if so what FXServer build was it introduced.
What happened?
Sometimes, when calling
IsPlayerAceAllowed
on the server-side, it crashes the server with a segmentation fault:Not sure why this is happening but has started happening since updating our server build to 8102
Expected result
IsPlayerAceAllowed checks aces and returns a successful response
Reproduction steps
We're calling
IsPlayerAceAllowed
in a ten second interval, so not sure if its related to looping the function that causes it to fail sometimes.Importancy
Crash
Area(s)
FiveM, FXServer
Specific version(s)
FXServer 8102
Additional information
No response