Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

8193.36-12 NWNX crash Fatal Error: Segmentation fault (11) #1779

Open
alfa050moonshaes opened this issue Sep 24, 2024 · 1 comment
Open

8193.36-12 NWNX crash Fatal Error: Segmentation fault (11) #1779

alfa050moonshaes opened this issue Sep 24, 2024 · 1 comment

Comments

@alfa050moonshaes
Copy link

We have had a few server crashes over the past week. I have only managed to capture one of the crash logs though sadly - from today, as follows:

`NWNX Signal Handler:

NWNX 8193.36-12 (14a541c) has crashed. Fatal error: Segmentation fault (11).
Please file a bug at https://github.com/nwnxee/unified/issues

Backtrace:
/home/[user]/unified/Binaries/NWNX_Core.so(_ZN7NWNXLib8Platform13GetStackTraceB5cxx11Eh+0x64) [0x7f215cfc0014]
/home/[user]/unified/Binaries/NWNX_Core.so(nwnx_signal_handler+0xd5) [0x7f215cf6d9e5]
/lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f215ca0a520]
/home/[user]/unified/Binaries/NWNX_Player.so(+0x14538) [0x7f2155fd5538]
./nwserver-linux(_ZN11CNWSMessage31SendServerToPlayerGameObjUpdateEP10CNWSPlayerji+0x1a1) [0x55895ef012f1]
./nwserver-linux(_ZN21CServerExoAppInternal32UpdateClientGameObjectsForPlayerEP10CNWSPlayerim+0xc8) [0x55895ef28ee8]
./nwserver-linux(_ZN21CServerExoAppInternal23UpdateClientGameObjectsEi+0xa0) [0x55895ef29200]
./nwserver-linux(_ZN21CServerExoAppInternal8MainLoopEv+0x8ba) [0x55895ef3142a]
./nwserver-linux(main+0x13f5) [0x55895ebee8f5]
/lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7f215c9f1d90]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7f215c9f1e40]
./nwserver-linux(_start+0x2a) [0x55895ebf343a]
./dfstart.sh: line 114: 82156 Aborted (core dumped) LD_PRELOAD=~/unified/Binaries/NWNX_Core.so ./nwserver-linux -module "[module name]" -maxclients 64 -minlevel 1 -maxlevel 40 -pauseandplay 0 -nwsyncurl [nwsync url] -pvp 2 -servervault 1 -elc 0 -ilr 0 -gametype 3 -oneparty 0 -difficulty 3 -autosaveinterval 0 -playerpassword '' -dmpassword '' -adminpassword '' -servername '[server name]' -publicserver 1 -reloadwhenempty 0
~`

@alfa050moonshaes
Copy link
Author

Update 25/9/2024:

This can be replicated by running the following script:

#include "nwnx_player" void main() { NWNX_Player_ApplyLoopingVisualEffectToObject(OBJECT_SELF, OBJECT_SELF, VFX_DUR_FREEDOM_OF_MOVEMENT); SetCutsceneMode(OBJECT_SELF, TRUE); DelayCommand(0.2, SetCutsceneMode(OBJECT_SELF, FALSE)); }

Essentially, if SetCutsceneMode is set to FALSE at any time after NWNX_Player_ApplyLoopingVisualEffectToObject() has been run on an object, it will cause the above server crash.
This is the case whether or not the looping visual effect has already been turned off via a second call of NWNX_Player_ApplyLoopingVisualEffectToObject(), and it also does not matter whether SetCutsceneMode was set to TRUE before the call of the NWNX function or after the call of the NWNX function, just so long as at some point SetCutsceneMode is set to TRUE and then after a call of NWNX_Player_ApplyLoopingVisualEffectToObject() it is set to FALSE.

Thread on discord NWN Dev server here: https://discord.com/channels/382306806866771978/1288249242552500358

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant