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Server froze up after installing this plugin

Work in Progress 1.2.3

KingSizeKevin
KingSizeKevin

Posted

Only after I added this plugin my server suffered a freeze/hang overnight

I use JunkpileNPC plugin and it looks like something maybe happened?

I get spammed this in the console after using this plugin which didnt happen before.

"(03:03:55) | [JunkpileNPC] why not DungeonScarecrow[1919570]

(03:03:55) | [JunkpileNPC] why not DungeonScarecrow[754851]"

And then the server froze up during one of these batches of new spam I get in console.

Any idea why that froze the server up?

Marte6

Posted

Hello, when a Dungeon is created, by default, ScarecrowNPC/NPCDwelling are spawned within it. My plugin simply removes them and does nothing more. It seems that the other plugin, JunkpileNPC, is having issues with this. I recommend opening a support ticket with the developers of JunkpileNPC to investigate what might be happening.

Marte6

Posted

Changed Status from Pending to Work in Progress

Marte6

Posted

I’m going to run a series of tests here to see if something might be causing the freezing as well, but make sure to check with the other developer too.

KingSizeKevin

Posted

okay thanks will follow up.  It might be coincidental.  Just fyi I also get these notifications from junkpileNPC with your plugin unloaded

9:04 AM
[JunkpileNPC] why not Walker doseyourdome[9917378]
9:08 AM
[JunkpileNPC] why not DungeonScarecrow[8540380]
9:08 AM
[JunkpileNPC] why not DungeonScarecrow[3440498]
9:08 AM
[JunkpileNPC] why not DungeonScarecrow[9859220]
9:16 AM
[JunkpileNPC] why not Walker edwin[6702487]

 

But server has never had a hard freeze like that before.  Although it is eerily similar to the Facepunch AI freeze bug that used to plague servers frequently last year and the year before.  I will boot up my test server and make a copy of the current wipe and re-add your plugin and test for issues.

 

Thanks for the quick response and help!

Marte6

Posted

I’m leaving my server running for testing and trying to identify anything that might be causing the issue. So far, it hasn’t frozen here, but I’ll work on improving some parts of the code that might be contributing to the problem.

Marte6

Posted

Some possible issues I think might be happening for now:
Too many NPCs, auto-turrets, and dungeons, which adds up to a lot of AI processing. I’ll release an update later today that will limit the number of dungeons to a maximum of 4 at the same time, with a cap on NPCs as well. I’ll also simplify the AI for the turrets significantly. I believe just doing this will improve things a lot. After this update, I’ll keep working to improve and eventually allow for more dungeons.

MichuX

Posted

same issue here, I have auto spawn max 5, and they keep spawning, after players used dungeons, they did keep spawning until server did freeze and crash. Couldn't turn it on until I removed everything from the plugin 

MichuX

Posted

I don't know If this might help you, I will leave here some errors before:

 

Dungeon done!

SocketException: An existing connection was forcibly closed by the remote host.

at System.Net.Sockets.Socket.EndReceive (System.IAsyncResult asyncResult) [0x00012] in <09af50eda9a647268d2c4fcdf7fac506>:0

at System.Net.Sockets.NetworkStream.EndRead (System.IAsyncResult asyncResult) [0x0002a] in <09af50eda9a647268d2c4fcdf7fac506>:0

Rethrow as IOException: Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host.

SocketException: An existing connection was forcibly closed by the remote host.

at System.Net.Sockets.Socket.EndReceive (System.IAsyncResult asyncResult) [0x00012] in <09af50eda9a647268d2c4fcdf7fac506>:0

at System.Net.Sockets.NetworkStream.EndRead (System.IAsyncResult asyncResult) [0x0002a] in <09af50eda9a647268d2c4fcdf7fac506>:0

Rethrow as IOException: Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host.

SocketException: An existing connection was forcibly closed by the remote host.

at System.Net.Sockets.Socket.EndReceive (System.IAsyncResult asyncResult) [0x00012] in <09af50eda9a647268d2c4fcdf7fac506>:0

at System.Net.Sockets.NetworkStream.EndRead (System.IAsyncResult asyncResult) [0x0002a] in <09af50eda9a647268d2c4fcdf7fac506>:0

Rethrow as IOException: Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host.

 

On my console, It finished with "Dungeon done!" but in the log file it did show more about it

Marte6

Posted

It doesn't say much about the errors, but it does mention the connection. I’m making some changes to improve performance and the way things are executed. I'll be sending an update later today.

  • Love 1
Marte6

Posted

I just released an update to try to improve all these issues. I’d appreciate it if you could test it again, and I apologize once more.

  • Love 1
Marte6

Posted

Good morning, today I’ll be refactoring the plugin's scheduling and auto-spawn functionality. I should finish it in about 8 hours, and I’ll send you an update afterward.

KingSizeKevin

Posted

Sounds good, I will anticipate that update and give it a run on our test dev server

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