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URGENT: Overflowed reliable buffer #580

Open anthonysharpy opened 5 years ago

anthonysharpy commented 5 years ago

Description

Drops people from the server, saying "PLAYERNAME: overflowed reliable buffer". Game-breaking.

Steps to Reproduce

Unclear.

anthonysharpy commented 5 years ago

Happened to me. Someone destroyed a VCoin miner in front of me and it dropped everyone from the server with this error message. I think it's caused by entities being spawned because when the miner was destroyed it spawned some parts. The parts were all stuck in the same place on the floor, suggesting their physics hadn't been updated since they had been spawned, suggesting they are what caused the crash.

anthonysharpy commented 5 years ago

Happened to Tenma today on CC. According to the logs, it seems to have happened after someone spawned a prop_vehicle_jeep.

anthonysharpy commented 5 years ago

From GarrysMod/bin/engine.dll

Server info data overflow CBaseClient::SendServerInfo(finished) Player %s has sent too many unique userinfo ConVars, ignoring. Ignoring convar change request for variable '%s' from client %s; invalid characters in the variable name CBaseClient::ProcessBaselineAck: wrong baseline nr received (%i) CBaseClient::ProcessBaselineAck: invalid frame snapshot (%i) CBaseClient::ProcessBaselineAck: invalid packet handle (%i) ProcessListenEvents: game event %i not found. Networking CBaseClient::EndTrace %f/%d Player [%s][%d][adr:%s] was sent a datagram %d bits (%8.3f bytes), took %.2fms netspike: %s %64.64s : %8d bits (%8.3f bytes) netspike.txt netspike CBaseClient::TraceNetworkData CBaseClient::TraceNetworkMsg SendSnapshot CBaseClient::SendSnapshot NET_Tick Total Delta Temp Entities yes no Finished [delta %s] RELIABLE SNAPSHOT OVERFLOW! Triggering trace to see what is so large ERROR! Reliable snapshot overflow. WARNING: msg overflowed for %s SendSnapshot Transmit Full Increasing buffer size for snapshot payload. SendSnapshot Transmit Delta ERROR! Couldn't send snapshot. demorestart %s overflowed reliable buffer

anthonysharpy commented 5 years ago

engine.dll is a native (unmanaged?) DLL and so can't be decompiled...

anthonysharpy commented 5 years ago

Possibly fixed with Ventz's adv duplicator update?

anthonysharpy commented 5 years ago

https://steamcommunity.com/app/4000/discussions/1/496880203075841627/

This happens extremely rarely for me, but I may have an idea on why this is happening: Too many entities are being sent to the client at once. Try loading up a simple map with nothing spawned on it. If this person can join, then it's the mass of entities. Otherwise... well, I don't know.

I Just Had Something Similar, But The Reason It Was Causing It Was Because Someone Had Used Our Pocket System To Pick Up 1 Thousand Pistols In A Shipment.

https://steamcommunity.com/app/4000/discussions/1/215439774864655766/

what do you guys mean when you say to many entities sent to the client? ... Too many entities spawned, overloading the player's connection. Sort of.

https://web.archive.org/web/20190407092618/https://forum.facepunch.com/gmoddev/madi/Overflowed-Reliable-Buffer/1/

That while loop isn't doing what you think it's doing. It's calling self.Owner:PrintMessage every single think for 15 seconds. Since PrintMessage is a networked function, that might be the cause.

I have fixed the problem. I believe that it was caused by sending to many printmessage commands to the server.

https://forums.ulyssesmod.net/index.php?topic=10351.0

It was the BWhitelist server addon, any usergroup added to the maxpermitted to whitelist in the addon will crash.