Server Status Thread

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Re: Server Status Thread

Postby RedKGB » Sun Sep 20, 2015 11:17 pm

Vivikus wrote:Not sure if you are frustrated or not.


Naw, when the game goes down, I go to my back up game here on the forums, and read everything that is going on.
overtyped wrote:I didnt know you were more stubborn than me, but I guess you are. You are more willing to talk in a endless circle of already answered arguments than I will ever be. Good day to you.
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Re: Server Status Thread

Postby nethack » Sun Sep 20, 2015 11:20 pm

loftar wrote:I'm investigating it.


"It's shaped like a cock. I wonder who put that here."
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Re: Server Status Thread

Postby loftar » Sun Sep 20, 2015 11:20 pm

lachlaan wrote:A bit offtopic but as a lot of people I know have said during downtimes, we could really use an auto-restarter script for the server for when teh loftar rests. Can't really expect the man to go sleepdeprived 24/7 nor is it really fun to have people waiting for the server during what is presumably their daily portion of free time. So, how doable is it, eeeeh Loftar-kun?

Covered here.

On another note, I'm almost 100% certain now that this bug is indeed that bug I've been chasing since Wednesday, so that is an enormous load off my shoulders.
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Re: Server Status Thread

Postby Vivikus » Sun Sep 20, 2015 11:21 pm

nethack wrote:
loftar wrote:I'm investigating it.


"It's shaped like a cock. I wonder who put that here."
Image


loftar wrote:On another note, I'm almost 100% certain now that this bug is indeed that bug I've been chasing since Wednesday, so that is an enormous load off my shoulders.



¦]
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Re: Server Status Thread

Postby felipeaom » Sun Sep 20, 2015 11:26 pm

loftar wrote:On another note, I'm almost 100% certain now that this bug is indeed that bug I've been chasing since Wednesday, so that is an enormous load off my shoulders.


Server's mental weight is gigantic as I suspected.
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Re: Server Status Thread

Postby loftar » Sun Sep 20, 2015 11:40 pm

I do sincerely hope this should indeed mark the fix of that crash-bug. It did look very much like I expected it to in the end, with a double-free at two potentially very temporally distanced points, and it was indeed the debug mode that caught it in the end.

For those interested, the bug was in fact triggered by trying to tether a tame animal to a hitching post that was already in use. Doing that illegally freed some data that was associated with the tethering of the previous animal and then only much later, when the first tethered animal was destroyed (when the map unloaded, or for any other reason), that would free the same data again (the normal way it would be freed), now knowing that it had already been deleted illegally. Since the tethering and the unloading of the map could clearly happen at very different points in time, it was likely (virtually guaranteed) that the memory chunk in question had already been reused for other purposes, which caused that completely unrelated data to be freed instead, only to be reused again at a later point, causing unintended sharing of memory to occur, and this was in fact the symptom I actually saw -- at that point in completely unrelated structures. Now, instead, the debug mode caught the illegal second freeing of the tethering data. I have also now strengthened some related infrastructure to try and crash early in such cases.

At first, the crash happened exclusively in one particular data structure, so I spent the first few days combing the code for potential logic errors in managing those structures. It was only after a few days that I, at first, got a similar corruption in an unrelated structure (but using the same malloc chunk size), and then also malloc arena corruption, and started suspecting the true nature of the bug. The reason the bug mostly affected one single data structure is probably simply because that is what put the most allocation bandwidth on that particular malloc bin.

True, I don't strictly know if this was the only such bug, but it sure fulfilled all the criteria.

And yes, I've already taken my naked victory lap, and no, I didn't film it.
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Re: Server Status Thread

Postby Procne » Sun Sep 20, 2015 11:44 pm

Holy crap, I tried to tether an animal once to a used hitching post. Although nothing really happened - there seemed to be no reaction after right click on the post.

Does it also mean that trying to tether another animal would corrupt the first one?
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Re: Server Status Thread

Postby jorb » Sun Sep 20, 2015 11:45 pm

loftar wrote:And yes, I've already taken my naked victory lap, and no, I didn't film it.


Premium content available Christmas 2015, $10 Download.
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Re: Server Status Thread

Postby loftar » Sun Sep 20, 2015 11:46 pm

Procne wrote:Does it also mean that trying to tether another animal would corrupt the first one?

To some extent at least, yes.
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Re: Server Status Thread

Postby Procne » Sun Sep 20, 2015 11:47 pm

loftar wrote:
Procne wrote:Does it also mean that trying to tether another animal would corrupt the first one?

To some extent at least, yes.

Maybe that's the cause for people having problems with taming, thats is animals not entering combat stance anymore?
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