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Attempted to read or write protected memory while streaming a voxel map (asteroid)

Guest shared this bug 4 years ago
Won't Fix

Dedicated server:01:44:24.6392 [INFO] Keen: App Version: 01_193_103

Server crashed while streaming asteroids to a player who reconnected to the game a few seconds after disconnecting. Please find the server configuration, the world and full logs attached to this ticket.

Asteroid vx2 files are not included due to your 2MB attachment size limit.

Asteroids were default ones copied from the original Dedicated Server. Please copy the vx2 files with their corresponding StorageName.

You can also download the full archive (10MB) from my OneDrive: voxel-streaming-crash.tar.gz

It includes all the voxel (vx2) files for the asteroids.

01:57:41.9605 [ERROR]  Keen: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at VRage.Library.Collections.BitStream.WriteInternal(UInt64 value, Int32 bitSize)
   at VRage.Serialization.MySerializerUInt8.Write(BitStream stream, Byte& value, MySerializeInfo info)
   at VRage.Serialization.MySerializationHelpers.Write[TMember](BitStream stream, TMember& value, MySerializer`1 serializer, MySerializeInfo info)
   at VRage.Serialization.MySerializerArray`1.Write(BitStream stream, TItem[]& value, MySerializeInfo info)
   at VRage.Serialization.MySerializationHelpers.Write[TMember](BitStream stream, TMember& value, MySerializer`1 serializer, MySerializeInfo info)
   at Sandbox.Game.Replication.MyVoxelReplicable.<>c__DisplayClass17_0.<Serialize>b__0()
   at ParallelTasks.DelegateWork.DoWork(WorkData workData)
   at ParallelTasks.WorkItem.DoWork(Int32 expectedID)
   at ParallelTasks.PrioritizedScheduler.Worker.WorkerLoop()
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()

Replies (2)

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This crash is more likely to happen if there are a lot of voxels to serialize, e.g. after a player joins a region in space with lots of asteroids in it.

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Hello, Engineer!


Thank you for contacting us. Unfortunately we are not able to help you because you are using Torch server which we don't support.


Kind Regards

Keen Software House: QA Department

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