• Next Update v2
    3,675 replies, posted
[QUOTE=syl0r;47373118]There you go: [LUA] for i = 1, 100 do timer.Simple(i, function() table.Random(player.GetAll()):SetNWString(string.rep("lel",i), string.rep("lel", i)) end) end [/LUA] On my server (Windows, 5 bots and me, no spawned entities) even this really simple script makes my viewmodels disappear within a few seconds, I haven't been able to crash the server yet but I will continue testing.[/QUOTE] Nice work!
Okay, I tested this multiple times on my windows server and I could only get it to crash because the stringtable overflowed. Now I tested it on my linux dedicated server running this script: [LUA] local function generateRandomString(length) local str = "" for i = 1, length do str = str .. string.char(math.random(97,122)) end return str end for i = 1, 300 do timer.Simple(0.33*i, function() local str = generateRandomString(2*i) print("length " .. 2*i .. ": " .. str) table.Random(player.GetAll()):SetNWString(str, generateRandomString(i)) end) end [/LUA] And there we go: [url]http://puu.sh/gKK5j/59c35be554.png[/url] My conclusion from this that it is much more likely to happen on linux, which would explain why so many servers are apparently unaffected.
[QUOTE=_Divine;47372823]What solved it for me was manually replacing this: [URL]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/cl_init.lua[/URL] I believe this commit was after the hotfix.[/QUOTE] Can't really force this client fix onto players though right?
I don't think it's just strings that cause errors, just that they probably cause if faster because it's the fastest way to network data. I've noticed the crash (at least) can be caused by more than networked strings.
[QUOTE=syl0r;47373224]Okay, I tested this multiple times on my windows server and I could only get it to crash because the stringtable overflowed. Now I tested it on my linux dedicated server running this script: [LUA] local function generateRandomString(length) local str = "" for i = 1, length do str = str .. string.char(math.random(97,122)) end return str end for i = 1, 300 do timer.Simple(0.33*i, function() local str = generateRandomString(2*i) print("length " .. 2*i .. ": " .. str) table.Random(player.GetAll()):SetNWString(str, generateRandomString(i)) end) end [/LUA] And there we go: [url]http://puu.sh/gKK5j/59c35be554.png[/url] My conclusion from this that it is much more likely to happen on linux (maybe it only happens on linux?), which would explain why so many servers are apparently unaffected.[/QUOTE] Not crashing here.
[QUOTE=Pantho;47373230]Can't really force this client fix onto players though right?[/QUOTE] You should be able to by putting the files onto your server. [url]https://github.com/garrynewman/garrysmod/commit/63ed131aae66acbfd57a456c9296a23429e8aa41[/url]
[QUOTE=Pantho;47373230]Can't really force this client fix onto players though right?[/QUOTE] Clients download the server's client-side Lua files, which includes that. They do not use their local Lua files, which are used when they are in SP or running a local server.
[QUOTE=Dear_Matt;47373269]Not crashing here.[/QUOTE] Did you test it on a linux or windows server?
[QUOTE=syl0r;47373318]Did you test it on a linux or windows server?[/QUOTE] Yes I did on both with 10 bots.
[QUOTE=syl0r;47373224]Okay, I tested this multiple times on my windows server and I could only get it to crash because the stringtable overflowed. Now I tested it on my linux dedicated server running this script: [LUA] local function generateRandomString(length) local str = "" for i = 1, length do str = str .. string.char(math.random(97,122)) end return str end for i = 1, 300 do timer.Simple(0.33*i, function() local str = generateRandomString(2*i) print("length " .. 2*i .. ": " .. str) table.Random(player.GetAll()):SetNWString(str, generateRandomString(i)) end) end [/LUA] And there we go: [url]http://puu.sh/gKK5j/59c35be554.png[/url] My conclusion from this that it is much more likely to happen on linux, which would explain why so many servers are apparently unaffected.[/QUOTE] Strange, Linux was stable as fuck after the first update (for me at least), then the hotfix came out and now mine crashes more often.
[QUOTE=Robotboy655;47373274]You should be able to by putting the files onto your server. [url]https://github.com/garrynewman/garrysmod/commit/63ed131aae66acbfd57a456c9296a23429e8aa41[/url][/QUOTE] oh rly, I'll give it a go. I thought it got a bit touchy when you started replacing those files serverside.
Was SizeToContents behavior for DLabels somehow altered recently? It can't stretch vertically properly, always gets stuck in parent frame's height. [editline]22nd March 2015[/editline] Apparently it just gets parent's tallness, wtf. [editline]22nd March 2015[/editline] This is so fucked up. [editline]22nd March 2015[/editline] Disregard that, something's weird with SetTall on parent panel....
I'm still getting crashes from an unknown source.. Can someone help me identify what the issue is? My server has crashed three times in the past hour or so. The mdmp is generic as usual but says: engine.dll Crash reason: EXCEPTION_ACCESS_VIOLATION_READ Crash address: 0x8 Which I'm guessing says very little about the problem. Is anyone else getting this?
[QUOTE=Samg381;47375866]I'm still getting crashes from an unknown source.. Can someone help me identify what the issue is? My server has crashed three times in the past hour or so. The mdmp is generic as usual but says: engine.dll Crash reason: EXCEPTION_ACCESS_VIOLATION_READ Crash address: 0x8 Which I'm guessing says very little about the problem. Is anyone else getting this?[/QUOTE] It has been identified ages ago, it is caused by new NWVars.
[QUOTE=Samg381;47375866]I'm still getting crashes from an unknown source.. Can someone help me identify what the issue is? My server has crashed three times in the past hour or so. The mdmp is generic as usual but says: engine.dll Crash reason: EXCEPTION_ACCESS_VIOLATION_READ Crash address: 0x8 Which I'm guessing says very little about the problem. Is anyone else getting this?[/QUOTE] Could you post what addons you have running? I think that most of the crashes probably have one faulty addon in common otherwise I would be able to replicate at least a single crash somehow.
[QUOTE=Dear_Matt;47375919]Could you post what addons you have running? I think that most of the crashes probably have one faulty addon in common otherwise I would be able to replicate at least a single crash somehow.[/QUOTE] [URL="http://pastebin.com/Gst5wHJL"]Sure thing[/URL] All addons are current and up to date.
Why was LuaJIT disabled in the last update?
[QUOTE=code_gs;47376445]Why was LuaJIT disabled in the last update?[/QUOTE] It was?
[QUOTE=code_gs;47376445]Why was LuaJIT disabled in the last update?[/QUOTE] Huh? It has been disabled by default for ages.
[QUOTE=_Divine;47376791]Huh? It has been disabled by default for ages.[/QUOTE] _Kilburn made a post in the last Next Update thread (I can't find the post, but some here will remember it) about Garry "disabling" LuaJIT and adding the -withjit console argument because people were complaining about its poor performance on Intel CPUs. Turns out, it was a placebo. It's always been enabled, Garry just made it print to console that it wasn't, when not using -withjit, and suddenly people stopped complaining about its "poor performance."
[QUOTE=WinterPhoenix;47376828]Garry just made it print to console that it wasn't, when not using -withjit, and suddenly people stopped complaining about its "poor performance."[/QUOTE] Actually what was printing "JIT is not enabled" was menu Lua state, it's actually disabled there by default. :v:
[QUOTE=mijyuoon;47376877]Actually what was printing "JIT is not enabled" was menu Lua state, it's actually disabled there by default. :v:[/QUOTE] Well, only there though. lol
What a horrible mess, that's insulting not only to the players but the people trying to build implementations off of gmod. I guess once you've got that sort of cash from it you don't really care about the players, you just want them to shut up. That's certainly how I feel now, that massive breakages for 60,000+ players a day are just waved off. Why are there no paid maintainers of a game that is still being sold? Why are major breakages pushed and then not reverted [I]weeks[/I] later? A few anecdotes about servers which don't crash are literally all we have to go off. What. A. Mess.
My server has crashed 5 times in the past 20 minutes due to this error. I really want to help out anybody who is trying to solve this issue, so if anybody wants me to run any codes or share any crash dumps [I]please[/I] hit me up. I am running a heavily modified windows server machine with a relatively lightweight addon payload if that changes anything. [URL="http://dumps.metastruct.uk.to/dumper.py?dump=srcds_1678491_crash_2015_3_23T2_1_49C0.mdmp"]Here's the most recent crash dump[/URL]. Only about 5 or so people were on.
[QUOTE=expo;47377226]What a horrible mess, that's insulting not only to the players but the people trying to build implementations off of gmod. I guess once you've got that sort of cash from it you don't really care about the players, you just want them to shut up. That's certainly how I feel now, that massive breakages for 60,000+ players a day are just waved off. Why are there no paid maintainers of a game that is still being sold? Why are major breakages pushed and then not reverted [I]weeks[/I] later? A few anecdotes about servers which don't crash are literally all we have to go off. What. A. Mess.[/QUOTE] Thanks for the new input Chief
[QUOTE=Exho;47377282]Thanks for the new input Chief[/QUOTE] If you're going to criticise someone for a contentless post, don't be ironic. I wish I could help, but there is nothing I can do. None of the crashes I am seeing seem to originate in my code, they are things like [QUOTE][ERROR] lua/includes/modules/net.lua:183: net.ReadType: Couldn't read type 192 [/QUOTE] Suggestions welcome.
[QUOTE=expo;47377317]If you're going to criticise someone for a contentless post, don't be ironic. I wish I could help, but there is nothing I can do. None of the crashes I am seeing seem to originate in my code, they are things like Suggestions welcome.[/QUOTE] Either you are using net.ReadType wrong or there is an internal issue with endian-ness maybemaybe. If so, I assume the type you're actually sending would be 3, and thus a number. What OS is the client/server. :tinfoil:
[QUOTE=Samg381;47377261] I am running a[B] heavily modified windows [/B]server machine with a relatively lightweight addon payload if that changes anything. [URL="http://dumps.metastruct.uk.to/dumper.py?dump=srcds_1678491_crash_2015_3_23T2_1_49C0.mdmp"]Here's the most recent crash dump[/URL]. Only about 5 or so people were on.[/QUOTE] You're going to have to elaborate on that. Saying "I'm doing this" without any details is of no use to anyone here.
[QUOTE=expo;47377317]If you're going to criticise someone for a contentless post, don't be ironic. I wish I could help, but there is nothing I can do. None of the crashes I am seeing seem to originate in my code, they are things like Suggestions welcome.[/QUOTE] An error message isn't a crash. Also post the lines in the console before and after that message. And tell us whether this is from the server or client console.
[QUOTE=syl0r;47367255]If you have crashes that are probably caused by the SetNW functions you can try replacing them with this script until killburn fixes it: [url]http://puu.sh/gJtP6/c60cc1306e.txt[/url] (place it in your server's lua/autorun folder) I haven't had any crashes since 48 hours and I had pretty much hourly crashes before. It might cause some glitches sometimes but it is certainly better than the server crashing that often.[/QUOTE] Thanks, This seems to have fixed our servers crashing. Server only crashed once today from an engine error, about the threads being in threads on player disconnect. I also had to edit a few lines in a couple of addons to replace [code]ply:GetNWString("usergroup")[/code] to the normal [code]ply:GetUserGroup()[/code] and had to comment out the error notification because a certain light engine addon kept making empty tables or something. You wouldn't happen to have a fix for the model cache overflow problem as well, or some sort of script where it will autoclose engine error popups?
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