Server Status Thread

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Re: Server Status Thread

Postby Scaramouche » Thu Sep 28, 2017 7:19 am

DaniAngione wrote:Can we PLEASE know what the bug was, when you solve it, just for the sake of curiosity and love for your work? :D


you could be 99% sure that it was NullPointerException
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Re: Server Status Thread

Postby ChildhoodObesity » Thu Sep 28, 2017 7:20 am

Granger wrote:Could we get a slightly longer (like 15 seconds) warning before shutting down the server so we have a chance to put down lifted stuff?

yea for real heheh im stuck outside walls outlawed nad have to wait till its back up to go to bed or w/e!
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Re: Server Status Thread

Postby loftar » Thu Sep 28, 2017 7:21 am

Sorry, that last restart was apparently unnecessary. I had just failed to entirely recompile my dev server when testing the bugfix. :P

Granger wrote:Could we get a slightly longer (like 15 seconds) warning before shutting down the server so we have a chance to put down lifted stuff?

Sorry, I just want to shut down as soon as possible when I discover potential memory-corrupting issues.
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Re: Server Status Thread

Postby DaniAngione » Thu Sep 28, 2017 7:22 am

loftar wrote:Sorry, that last restart was apparently unnecessary. I had just failed to entirely recompile my dev server when testing the bugfix. :P


Can you please go and sleep some after it's fixed? :roll: :lol:
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Re: Server Status Thread

Postby loftar » Thu Sep 28, 2017 7:28 am

DaniAngione wrote:Can we PLEASE know what the bug was, when you solve it, just for the sake of curiosity and love for your work? :D

Basically, I had named the wrong callback function on wound timers after sleeping, which caused the timer recorded in the wound not to get nulled out when expiring, in turn causing that timer to be doubly freed later on when the wound was freed. In the case of the original crash, this took the shape of freeing a completely unrelated data structure (an indexing structure for claims) that had simply happened to get allocated at the same memory address that the timer had previously resided at, causing its memory to be reused for other things (judging by the patterns of the data having overwritten it, an obstacle cache) while still being referenced.

DaniAngione wrote:Can you please go and sleep some after it's fixed?

Will consider. ^^
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Re: Server Status Thread

Postby boreial » Thu Sep 28, 2017 9:43 am

joyous rhapsody server crash
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Re: Server Status Thread

Postby joojoo1975 » Thu Sep 28, 2017 9:43 am

well damn, seems it wasn't all squared away, or something new has popped up, either way, time for sleep(I guess)

wish you good luck in finding the probs
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Re: Server Status Thread

Postby Oniwaski » Thu Sep 28, 2017 9:45 am

Aww dern. Them's some rough bugs today.
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Re: Server Status Thread

Postby Scaramouche » Thu Sep 28, 2017 9:54 am

loftar wrote:
DaniAngione wrote:Can we PLEASE know what the bug was, when you solve it, just for the sake of curiosity and love for your work? :D

Basically, I had named the wrong callback function on wound timers after sleeping, which caused the timer recorded in the wound not to get nulled out when expiring, in turn causing that timer to be doubly freed later on when the wound was freed. In the case of the original crash, this took the shape of freeing a completely unrelated data structure (an indexing structure for claims) that had simply happened to get allocated at the same memory address that the timer had previously resided at, causing its memory to be reused for other things (judging by the patterns of the data having overwritten it, an obstacle cache) while still being referenced.

DaniAngione wrote:Can you please go and sleep some after it's fixed?

Will consider. ^^


See what I've been talking about, lol?
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Re: Server Status Thread

Postby Myrgard » Thu Sep 28, 2017 10:40 am

jorb

Please restart the loftar bot, it seems to have crashed again :D
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