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nightcross00

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  1. Appears to work fine on single player. When on multiplayer dedicated server it crashes semi-consistently when using salvaging fighters via the `Carrier - Start Salvaging` button. Normal vanilla usage of salvaging is unaffected. (ie. select wing of salvaging fighters, select wreck, attack action) Test results: Using one wing of salvaging fighters or multiple wings seems to cause it to crash regardless. The crash is not consistent in terms of when it crashes. It could salvage one wreck and then crash (server hangs, users can't interact, fighters return back to motherships, no one can jump, or chat) or it could salvage several wrecks then crash, one time it salvaged for 10 minutes; which probably salvaged about 20 different ships in that time frame before crashing. The amount of players online/offline seems to have no effect either. The amount of wrecks seems to have no effect either. New world/galaxy seem to have no effect either. Being in an alliance or non-alliance seems to have no effect. When crashed, the client eventually times out and gets 'No response from server' error Server consumes 0% cpu and console does not process any further commands. (ie. '/say test' does not produce '<> test' in console) Server, once in hanged state, will continue to be hanged indefinitely until forcibly terminated. (Tested by waiting 2 hrs to unfreeze) After modifying the code slightly to figure out where in the code it is crashing since server console do not provide any stacktrace error.. I have narrowed it down to this specific line in salvageCommand.lua: `w:waitUntilAsyncWorkFinished()` I hope this provides some help in narrowing down the issue if you haven't found out already. Dedicated server specs: 4GB ram 1 cpu core Linux OS Mods: CarrierCommander RegenerativeAsteroids ShipScriptLoader EDIT: fixed some grammar errors EDIT2: Added additonal testing info
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