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UNDER REVIEW [YLD-9259] Player locks up dedicated server by logging in - all other player clients lock up as well
Submitted by
Baz Foobar
Submitted by
Baz Foobar
Here's a new one - started up a new test server using an editor-generated map. Things were working fine until one of our player testers crashed while on their boat and after logging back in, lost control of their character (flailing around endlessly unable to move). Ever since then, every time they attempt to log in, it gets to 100% and then locks up the server. The headless monitor times out whenever attempting to communicate to the server, and all other players lock up. The server process has to be forcibly ended and clients have to end their tasks as well to restart.
The log has an error that is spammed repeatedly:
[ER] [00:04:30.86] Exception in ExecutePlayerCommand.Move
+t ylands.CharacterSimulationController.ApplyMotion (CharacterMovementInstructions, Int32, Boolean)
ylands.CharacterSimulationController.SimulateDefaultMovement (Int32)
ylands.CharacterSimulationController.SimulateOwner ()
Bolt.Entity.Simulate ()
BoltCore.Poll ()
BoltPoll.FixedUpdate ()
[EX] [00:04:30.86] System.IndexOutOfRangeException: Array index is out of range.
+t TerrainEngine.TerrainDatas.GetByteAndFloat (Int32, Int32, Int32, Byte&, Single&)
TerrainEngine.TerrainBlock.GetByteAndFloat (Int32, Int32, Int32, Byte&, Single&, Boolean)
ylands.SwimInfo.UpdateInfo (WorldEngine, Vector3, SwimInfo&)
ylands.CharacterMotor.MoveAndUpdateWaterInfo (Character, Single, Single)
ylands.CharacterMotor.Move_FreeFall (Character, CharacterMovementInstructions, Single, Nullable`1&, Boolean)
ylands.CharacterMotor.Move (Character, CharacterMovementInstructions, Int32, Boolean)
ylands.CharacterSimulationController.ApplyMotion (CharacterMovementInstructions, Int32, Boolean)
Logged at
ylands.CharacterSimulationController.ApplyMotion (CharacterMovementInstructions, Int32, Boolean)
ylands.CharacterSimulationController.SimulateDefaultMovement (Int32)
ylands.CharacterSimulationController.SimulateOwner ()
Bolt.Entity.Simulate ()
BoltCore.Poll ()
BoltPoll.FixedUpdate ()
As the log and save files are large, I'll zip it up and share the link with Ane. Hope this is something that can be addressed easily, as this is something that impacts the entire server rather than just one player.
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