Spider Spawning Generates Phantom MissionTriggers entries in sandbox.sbc, cripples servers
Current version: 1.196.016
Start an empty scenario with spiders enabled.
Spawn an Alien planet.
Stand on the Alien planet.
Save the game.
Look at sandbox.sbc. Find <MissionTriggers>
Under this you'll probably see two <item> listings, one for some random <stm> that I can't identify, and one for <stm> of zero.
Wait for a spider to spawn.
Save.
Look at sandbox.sbc again. Same location.
Under <MissionTriggers> you'll now find new <item> entries, each with an <stm> associated with your ClientID.
For *every* spider that spawns, a new <item> entry is generated.
So far as I can tell, no current method in the game clears these entries. Killing the spiders certainly doesn't. Saving and quitting doesn't.
----
What brought this to my attention was a modded server utilizing a couple dozen ish mods or so was starting to have 5 second freezes for everyone connected each time a player connected.
Examination of the 16MB (!!) sandbox.sbc discovered ~26,000+ <item>s under <MissionTriggers>, all structured the same way as you'll see in the above test. That's 318,000+ lines worth of data being tracked for all the spiders that had spawned during the life of the server.
Which had only been up for a day or three.
It's no wonder that auto-save was locking up the server a bit, or that players connecting to it were locking the entire server up for a short while.
Hello,
thanks for reporting this to use, we were aware that mission triggers sometimes appeared in the logs and we knew there was not a system to remove those, however we did not know it came from spiders.
I will try to reproduce this, meanwhile, can you send us the log from the server as well as the server save?
Thanks for your cooperation and have a nice day,
Keen QA
Hello,
thanks for reporting this to use, we were aware that mission triggers sometimes appeared in the logs and we knew there was not a system to remove those, however we did not know it came from spiders.
I will try to reproduce this, meanwhile, can you send us the log from the server as well as the server save?
Thanks for your cooperation and have a nice day,
Keen QA
It's not my server, so I don't have access to the server's save file and log.
I do have a single player version that the client generated when it took too long for the client/server to negotiate a connection.
That version is missing players' grids and such. It may actually be missing other info in the sandbox.sbc, too. Not sure.
I'll ask the admins and people who were working on the issue to see if they're willing to share and if they have any of the files still, now that they've 'fixed' the issue on their end (by writing something that just nukes all the MissionTriggers entries on restart).
They did say that even without all the mods and plugins (before they started nuking the MissionTriggers), the save-freezes still occurred, I think? Not sure if they tested the connection-freezes under those conditions.
When I asked earlier, they said something about having to use a profiler to see that the bucketload of MissionTriggers was causing "22 seconds worth of serialization in profiling".
BTW, I also noticed that there were about ~24k entries for spiders under the spider faction, as well? Don't know if that's healthy or not, but figured I'd mention it.
I've attached the single player variant of the world that I happen to have (generated by the bug linked above) that's missing data and I'll ask the server admin if they are willing/able to share 'the real stuff', if they have anything left to share.
It's not my server, so I don't have access to the server's save file and log.
I do have a single player version that the client generated when it took too long for the client/server to negotiate a connection.
That version is missing players' grids and such. It may actually be missing other info in the sandbox.sbc, too. Not sure.
I'll ask the admins and people who were working on the issue to see if they're willing to share and if they have any of the files still, now that they've 'fixed' the issue on their end (by writing something that just nukes all the MissionTriggers entries on restart).
They did say that even without all the mods and plugins (before they started nuking the MissionTriggers), the save-freezes still occurred, I think? Not sure if they tested the connection-freezes under those conditions.
When I asked earlier, they said something about having to use a profiler to see that the bucketload of MissionTriggers was causing "22 seconds worth of serialization in profiling".
BTW, I also noticed that there were about ~24k entries for spiders under the spider faction, as well? Don't know if that's healthy or not, but figured I'd mention it.
I've attached the single player variant of the world that I happen to have (generated by the bug linked above) that's missing data and I'll ask the server admin if they are willing/able to share 'the real stuff', if they have anything left to share.
Hello, Engineers!
I appreciate this thread is quite old. Is this still an issue that persists or, has it since been resolved? If so, I will close the thread.
Kind Regards
Laura, QA Department
Hello, Engineers!
I appreciate this thread is quite old. Is this still an issue that persists or, has it since been resolved? If so, I will close the thread.
Kind Regards
Laura, QA Department
Hello, Engineers!
Because there is no new comment from you, and we are unable to reproduce the issue on our own, I will close this thread now as outdated.
If you or any other player will experience this issue again, please make a new thread and provide all needed info there.
Thank you for understanding.
Kind Regards
Keen Software House: QA Department
Hello, Engineers!
Because there is no new comment from you, and we are unable to reproduce the issue on our own, I will close this thread now as outdated.
If you or any other player will experience this issue again, please make a new thread and provide all needed info there.
Thank you for understanding.
Kind Regards
Keen Software House: QA Department
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