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Minidump Analysis - Nonspecific CTD
Reviewed, UrgentPublic

Description

Grasping at straws here, honestly.

Been having a persistent CTD issue in multiplayer environment only when performing a variety of operations on an object, including - but not limited to - SetInvisible, SetScale, SetObjectMaterial, synced network variables, some of which are threaded operations.

Given the difficulty in reproducing the exact conditions which trigger the issue, eliminating potential causes one by one is taking *months*, and it'd be nice to just have a pointer in the right direction if possible.

The crash is persistent, affects all clients within the vicinity of the object, and the crash is triggered immediately upon clients rejoining as well. Initially I suspected a P3D issue but it's been re-made as simplisticly as possible (single cube geometry, and single sphere mesh), so my suspicion is that it's somewhere in one of the transformation natives like SetScale.

Two dump files from the same session attached (first crash, and crash after restart client).

Details

Severity
Crash
Resolution
Open
Reproducibility
Sometimes
Operating System
Windows 11 x64
Category
General

Event Timeline

mdc created this task.Fri, Apr 19, 10:10 AM
Geez added a subscriber: Geez.Fri, Apr 19, 12:23 PM

Hello mdc.
Unfortunately the crash dumps you have provided are not readable for some reason.
Regards,
Geez

Geez changed the task status from New to Reviewed.Fri, Apr 19, 12:23 PM
mdc added a comment.Fri, Apr 19, 1:23 PM

Hello mdc.
Unfortunately the crash dumps you have provided are not readable for some reason.
Regards,
Geez

Wait, really?

How about this one?

Geez added a comment.Fri, Apr 19, 2:02 PM

This one works. Are you running Namalsk or Deerisle by any chance? As this is a crash that affects these two maps

mdc added a comment.Fri, Apr 19, 2:14 PM

This one works. Are you running Namalsk or Deerisle by any chance? As this is a crash that affects these two maps

Correct, this is on Namalsk specifically. Whatever the issue is, it seems to have been introduced at some point around 1.22/1.23, as there were no instances of the code in question resulting in CTDs prior to that. Is there any information you can provide to narrow down the potential cause, i.e, which class/function is crashing, or whether it's an issue with something engine-side such as surfaces, particles, lighting, etc.

Geez added a comment.Fri, Apr 19, 2:34 PM

It is related to how the map uses lightning. This has to be fixed by the map dev (sumrak in this case, he is aware of this crash)

mdc added a comment.EditedFri, Apr 19, 2:45 PM

It is related to how the map uses lightning. This has to be fixed by the map dev (sumrak in this case, he is aware of this crash)

Ah, then that still doesn't actually help, unfortunately haha. I'm using the same method that Sumrak is to generate lightning effects around a sphere, using the P3Ds included in Namalsk Survival (EDIT: Just checked, they're native DayZ from /dz/data/data/), so even if he adjusted the NS code, it wouldn't prevent the issue occuring here.

I'm confused as to *why* exactly it's causing a crash though; is it because the locally created object is being deleted before it's been fully created?

This looks relatively safe, to me.

	private void CreateBolt(vector position, vector orientation, float scale)
	{
		Object bolt = GetGame().CreateObjectEx(LIGHTNING_BOLT_TYPES.GetRandomElement(), position, ECE_LOCAL);
		if (!bolt) return;
		bolt.SetOrientation(orientation);
		bolt.SetScale(scale);
		GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().ObjectDelete, 25, false, bolt);
	}
Geez added a comment.Mon, Apr 22, 9:19 AM

Just to specify:

This crash is caused by the dynamic lights with shadows. If one creates a light source (with shadows on) with too big of a radius, the client may crash depending on how complex the surroundings may be. We are aware of the crash, but sadly, lack solid repro at the moment.