Torch hangs when regenerating some voxels

Roshag shared this bug 4 years ago
Not a Bug

13:28:55.2369 [ERROR] Torch: Frozen thread dump Main thread

Common prefix:

at System.Threading.WaitHandle.InternalWaitOne(SafeHandle waitableSafeHandle, Int64 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)

at System.Threading.WaitHandle.WaitOne(Int32 millisecondsTimeout, Boolean exitContext)

at VRage.FastResourceLock.AcquireShared()

at Sandbox.Engine.Voxels.MyOctreeStorage.Intersect(BoundingBox& box, Boolean lazy)

at Sandbox.Game.World.Generator.MyCompositeTranslateShape.Contains(BoundingBox& queryBox, BoundingSphere& querySphere, Int32 lodVoxelSize)

at Sandbox.Game.World.Generator.MyCompositeShapeProvider.ReadContentRange(MyStorageData target, Vector3I& writeOffset, Int32 lodIndex, Vector3I& minInLod, Vector3I& maxInLod, Boolean detectOnly)

at Sandbox.Engine.Voxels.MyProviderLeaf.Sandbox.Engine.Voxels.IMyOctreeLeafNode.GetFilteredValue()

at Sandbox.Engine.Voxels.MyOctreeStorage.DeleteRangeOps.LeafOp[TThis](TraverseArgs`1& args, MyCellCoord& coord, Byte defaultData, MyOctreeNode& node)

at Sandbox.Engine.Voxels.MyOctreeStorage.Traverse[TOps](TraverseArgs`1& args, Byte defaultData, Int32 lodIdx, Vector3I lodCoord)

at Sandbox.Engine.Voxels.MyOctreeStorage.Traverse[TOps](TraverseArgs`1& args, Byte defaultData, Int32 lodIdx, Vector3I lodCoord)

at Sandbox.Engine.Voxels.MyOctreeStorage.DeleteRangeInternal(MyStorageDataTypeFlags dataToDelete, Vector3I& voxelRangeMin, Vector3I& voxelRangeMax)

at Sandbox.Engine.Voxels.MyStorageBase.DeleteRange(MyStorageDataTypeFlags dataToDelete, Vector3I voxelRangeMin, Vector3I voxelRangeMax, Boolean notify)

at Sandbox.Engine.Voxels.MyStorageBase.AccessDelete(Vector3I& coord, MyStorageDataTypeFlags dataType, Boolean notify)

at Sandbox.Game.SessionComponents.MySessionComponentTrash.VoxelRevertor_Update()

at Sandbox.Game.SessionComponents.MySessionComponentTrash.UpdateAfterSimulation()

at Sandbox.Game.World.MySession.UpdateComponents()

at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)

at Sandbox.MySandboxGame.Update()

at Sandbox.Engine.Platform.Game.UpdateInternal()

at Sandbox.Engine.Platform.Game.RunSingleFrame()

at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass11_0.<Run>b__0()

at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)

at Sandbox.Engine.Platform.Game.RunLoop()

at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)

at Torch.VRageGame.DoStart() in C:\jenkins\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 240

at Torch.VRageGame.Run() in C:\jenkins\workspace\Torch_Torch_master\Torch\VRageGame.cs:line 117

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()


Suffix 0

at System.Threading.WaitHandle.WaitOneNative(SafeHandle waitableSafeHandle, UInt32 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)


Suffix 1

at System.Threading.WaitHandle.WaitOneNative(SafeHandle waitableSafeHandle, UInt32 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)


Suffix 2

at System.Threading.WaitHandle.WaitOneNative(SafeHandle waitableSafeHandle, UInt32 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)

Replies (3)

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1

Hi,


Torch is not any official Keen Software House software so they cannot do much about it.


I had this problem also. on our servers and as the logs imply it has something to do with voxel resets.


I talked about that with Developer Inflex on Discord. He said they have a problem there, and with the information I gave him he concluded that it seems to be a conflict between voxel reset and the shield mod.


If you disable either of thoose two it should work again. If you dont have the shield mod an other mod can theoretically cause the same problem.

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1

Yep, fixed this problem by disabling regeneration.

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2

Hello,

Thank you for the report, however as LordTylus said, we don't support Torch, so I would recommend to contact Torch developers and let them know about it.

I will close this as not a bug.


Kind RegardsKeen Software House: QA Department

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1

I have the same bug, and according to Torch staff the bug is in the game, hence they cannot fix it as they cannot alter the game.

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4

How can you claim this is a Torch issue when the stack trace is 100% your code? As far as I can tell you aren't using locks properly so the voxel cleanup code deadlocks. Torch detects that the game is frozen and crashes itself to automatically restart in cases like this.


LordTylus even said above that one of your own developers found a conflict with a workshop mod. Please don't lazily close bugs as not an issue. The only reason you see this on Torch is because we have safeguards in place to increase server uptime when your code hangs.

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1

I'd say the ball is in the shield mod developer's court, but SE's dependency on mods makes it so I am not too sure whose court the ball is in.

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1

Pyrald Lystent, I do not use the shield mod. i hate shield mods. I have the bug because the bug isn't in the mod. Still think it should be up to mod authors to fix game bugs?

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1

If the game was not so dependent on mods, yes, assuming that problem is a conflict with a mod. Developers of an game have the right to improve their game, and one can not just expect them to tiptoe around every mod in existence.

However, please refer to my first post again.

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1

Please read my comment before attempting a reply. I DO NOT USE THE SHEILD MOD yet I experience the same GAME BUG.

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1

I did read (hence the word "assuming"), however, you appear to not be reading my comment clear enough.

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1

So you clicked reply to reply to my comment but weren't replying to what I said? You can hardly blame me for thinking you were replying to me.... since you clicked reply.

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1

I was replying to you.

Edit: except for my very first post here.

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1

Oh so you are saying that it is the responsibility of the author of a mod I dont use to fix a bug in the game that effects me despite my not using that mod?

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1

No; I am saying it is the responsibility of a mod author of a the mod that is conflicting with the game, assuming that the problem is a conflict with a mod and the game.

Also worth mentioning that your case may have a different cause leading to the same result.

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1

In theory sure. Now drag your happy self down here to reality. I DONT USE THE SHIELD MOD. So clearly the shield mod cannot be the cause. The bug exists in game with or without any mods. This has nothing to do with any mod. It is a bug in the game. So to repeat my question. Is it the responsibility of a mod author to fix a game bug that has nothing to do with their mod? That occurs on servers that dont use the mod?

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1

I was not saying you are using the shield mod. I was saying, if SE did not have such dependency on mods, problem be in mod creator's court if problem is a conflict between mod and game-- does not have to be shield mod.

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1

What will it take for you to understand that at no point was I ever including the shield mod in my question? You replied to me.


That's like me asking "how do you make pizza?" And getting a recipe for PB&J in response.

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1

Again, does not have to be the shield mod. Can be a conflict with a mod, and boom, could be in the mod's creator's court.

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1

As I said, the bug exists in game even without mods. But you enjoy your shield mod fetish. You cant seem to form a response not involving them. Take care.

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1

First time you mentioned vanilla, but kinda hard to play vanilla with the Torch if you ask me. And what is this about a "shield mod fetish". I mentioned multiple times that it does not have to be the shield mod.

But as I stated, multiple times, if problem is conflict with mod and game, then problem could be in mod's creator's court (that means if problem is not conflict with mod and game, then problem could be in game's creator's court).

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