DarkestHour
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Runaway loop in SRI is causing servers to crash
Describe the bug
Servers regularly crash with log messages related to changes in c6b6d963cd34847c60cdcc86a6ac6263f9213e04.
I pushed a hotfix from branch release-v10.7.1
that reverts the ASL changes; the bug is still on main.
Steps to reproduce
(working on it)
Screenshots
No response
Logs
DHSquadReplicationInfo DH-Armored_Kasserine_Pass_Advance.DHSquadReplicationInfo (Function DH_Engine.DHSquadReplicationInfo.Timer:0738) Accessed array 'SquadLeaderDraws' out of bounds (5/1)
DHSquadReplicationInfo DH-Armored_Kasserine_Pass_Advance.DHSquadReplicationInfo (Function DH_Engine.DHSquadReplicationInfo.GetSquadLeaderVolunteersIndex:0008) Runaway loop detected (over 10000000 iterations)
Executing UObject::StaticShutdownAfterError
FFrame::Serialize
UObject::ProcessEvent
(DHSquadReplicationInfo DH-Armored_Kasserine_Pass_Advance.DHSquadReplicationInfo, Function DH_Engine.DHSquadReplicationInfo.Timer)
AActor::Tick
TickAllActors
ULevel::Tick
(NetMode=1)
TickLevel
UGameEngine::Tick
Level Untitled
UpdateWorld
UServerCommandlet::Main
DHSquadReplicationInfo DH-Armored_Kasserine_Pass_Advance.DHSquadReplicationInfo (Function DH_Engine.DHSquadReplicationInfo.GetSquadLeaderVolunteersIndex:0008) Runaway loop detected (over 10000000 iterations)
History: FFrame::Serialize <- UObject::ProcessEvent <- (DHSquadReplicationInfo DH-Armored_Kasserine_Pass_Advance.DHSquadReplicationInfo, Function DH_Engine.DHSquadReplicationInfo.Timer) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=1) <- TickLevel <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- UServerCommandlet::Main
Exiting due to error
Exiting.
FileManager: Reading 0 GByte 644 MByte 950 KByte 1 Bytes from HD took 0.531998 seconds (0.466998 reading, 0.065000 seeking).
FileManager: 0.308000 seconds spent with misc. duties
Name subsystem shut down
src\tier1\fileio.cpp (5315) : m_vecRegisteredWriters.Count() == 0
OS
No response