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Starmade | Server Shut Down for no apparent reason
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Description

Hi, so this has been a periodic issue for a long time now, but recently it's been happening a LOT and I do not know the cause. The server just appears to shut down as though a "/shutdown" command was issued. There is no error code given, so my scripting that automatically restarts the server in the event of an abnormal shutdown doesn't restart the server. I do have other scripting in place to catch these instances, but this will be a big problem for players that have managed starmade servers, because they cannot put their own custom scripting in place. Their server will just shut down and require a manual restart of the server program through their hosting provider.

I have uploaded the logs here:

Logs show this stack-trace:

[2017-02-28 15:59:50] Exiting (normal) because of exception java.lang.NullPointerException: Added nonconform object {RigBExOrig@932909189Ship[LMC Everest III](11244);COLSHAPE:[CubesShape|SER Ship[LMC Everest III](11244)];AT(5072.4854, 755.9233, -986.6366)(SID: Sector[11201](8, 40, 38))}
[2017-02-28 15:59:50] java.lang.NullPointerException: Added nonconform object {RigBExOrig@932909189Ship[LMC Everest III](11244);COLSHAPE:[CubesShape|SER Ship[LMC Everest III](11244)];AT(5072.4854, 755.9233, -986.6366)(SID: Sector[11201](8, 40, 38))}
[2017-02-28 15:59:50] 	at obfuscated.agc.a(SourceFile:108)
[2017-02-28 15:59:50] 	at obfuscated.aPm.a(SourceFile:391)
[2017-02-28 15:59:50] 	at org.schema.game.common.data.world.SimpleTransformableSendableObject.onPhysicsAdd(SourceFile:1907)
[2017-02-28 15:59:50] 	at obfuscated.XR.onPhysicsAdd(SourceFile:2469)
[2017-02-28 15:59:50] 	at obfuscated.aup.a(SourceFile:427)
[2017-02-28 15:59:50] 	at org.schema.game.server.controller.GameServerController.update(SourceFile:1257)
[2017-02-28 15:59:50] 	at org.schema.schine.network.server.ServerController.run(SourceFile:275)
[2017-02-28 15:59:50] 	at java.lang.Thread.run(Thread.java:745)

Details

Commits
Restricted Diffusion Commit
Task Type
Bug
Testing Results
Affected Gamemode(s)
Serverside
Reproducible
Yes
Last tested (version)
0.199.489
Category
Engine
First occurrence (version)
0.199.468
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Tester information (Internal use only)
[2017-02-28 15:59:50] Exiting (normal) because of exception java.lang.NullPointerException: Added nonconform object {RigBExOrig@932909189Ship[LMC Everest III](11244);COLSHAPE:[CubesShape|SER Ship[LMC Everest III](11244)];AT(5072.4854, 755.9233, -986.6366)(SID: Sector[11201](8, 40, 38))}
[2017-02-28 15:59:50] java.lang.NullPointerException: Added nonconform object {RigBExOrig@932909189Ship[LMC Everest III](11244);COLSHAPE:[CubesShape|SER Ship[LMC Everest III](11244)];AT(5072.4854, 755.9233, -986.6366)(SID: Sector[11201](8, 40, 38))}
[2017-02-28 15:59:50] 	at obfuscated.agc.a(SourceFile:108)
[2017-02-28 15:59:50] 	at obfuscated.aPm.a(SourceFile:391)
[2017-02-28 15:59:50] 	at org.schema.game.common.data.world.SimpleTransformableSendableObject.onPhysicsAdd(SourceFile:1907)
[2017-02-28 15:59:50] 	at obfuscated.XR.onPhysicsAdd(SourceFile:2469)
[2017-02-28 15:59:50] 	at obfuscated.aup.a(SourceFile:427)
[2017-02-28 15:59:50] 	at org.schema.game.server.controller.GameServerController.update(SourceFile:1257)
[2017-02-28 15:59:50] 	at org.schema.schine.network.server.ServerController.run(SourceFile:275)
[2017-02-28 15:59:50] 	at java.lang.Thread.run(Thread.java:745)

Sector Upload:

Serverconfig (server.cfg)
<WORLD = world1 //set world to use (set 'old' for using the old world). if no world exists a new one will be set automatically
PROTECT_STARTING_SECTOR = true //Protects the starting sector
ENABLE_SIMULATION = true //Universe AI simulation
CONCURRENT_SIMULATION = 256 //How many simulation groups may be in the universe simultaniously (performance)
ENEMY_SPAWNING = true //Enables enemy spawing
SECTOR_SIZE = 10000 //Sets the size of sectors in the universe **WARNING** scaling the size of an existing universe down may cause issues
BLUEPRINT_DEFAULT_PRIVATE = true //If true, set blueprints private as default (else they are public)
FLOATING_ITEM_LIFETIME_SECS = 1200 //How much seconds items floating in space should be alive
SIMULATION_SPAWN_DELAY = 840 //How much seconds between simulation spawn ticks
SIMULATION_TRADING_FILLS_SHOPS = true //Trading guild will deliver stock to shops
SECTOR_INACTIVE_TIMEOUT = 20 //Time in secs after which sectors go inactive (-1 = off)
SECTOR_INACTIVE_CLEANUP_TIMEOUT = 10 //Time in secs after which inactive sectors are completely removed from memory (-1 = off)
USE_STARMADE_AUTHENTICATION = true //allow star-made.org authentication
REQUIRE_STARMADE_AUTHENTICATION = true //require star-made.org authentication (USE_STARMADE_AUTHENTICATION must be true)
PROTECTED_NAMES_BY_ACCOUNT = 5 //How many player names a player may protect with his account (if exceeded, the player name, that was logged in the longest time ago gets unprotected)
DEFAULT_BLUEPRINT_ENEMY_USE = false //Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_FACTION_BUY = false //Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_OTHERS_BUY = false //Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_HOME_BASE_BUY = true //Default option for blueprints not in catalog yet
LOCK_FACTION_SHIPS = true //If true, ships of other factions cant be edited, activated, or entered
DEBUG_FSM_STATE = false //transfer debug FSM state. Turning this on may slow down network
PHYSICS_SHAPE_CASTING_TUNNELING_PREVENTION = false //Makes a convex cast for hight speed object to prevent clipping. High Cost. (Bugged right now, so dont turn it on)
CATALOG_SLOTS_PER_PLAYER = 20 //How many slots per player for saved ships (-1 for unlimited)
UNIVERSE_DAY_IN_MS = -1 //how long is a 'day' (stellar system rotation) in milliseconds (-1 to switch off system rotation)
FORCE_DISK_WRITE_COMPLETION = false //forces writing operations of raw data to disk directly after operation. For some OS this prevents raw data corruption
ASTEROIDS_ENABLE_DYNAMIC_PHYSICS = true //enables asteroids to be able to move in space
ENABLE_BREAK_OFF = false //debug (don't activate unless you know what you're doing)
COLLISION_DAMAGE = false //colliding into another object does damage
COLLISION_DAMAGE_THRESHOLD = 2.0 //Threshold of Impulse that does damage (the lower, the less force is needed for damage)
SKIN_ALLOW_UPLOAD = true //if off, skin uploading to server is deactivated
CATALOG_NAME_COLLISION_HANDLING = false //if off, saving with an existing entry is denied, if on the name is automatically changed by adding numbers on the end
SECTOR_AUTOSAVE_SEC = 920 //Time interval in secs the server will autosave (-1 for never)
PHYSICS_SLOWDOWN_THRESHOLD = 40 //Milliseconds a collision test may take before anti-slowdown mode is activated
THRUST_SPEED_LIMIT = 120 //How fast ships, etc. may go in m/s . Too high values may induce physics tunneling effects
MAX_CLIENTS = 64 //Max number of clients allowed on this server
SUPER_ADMIN_PASSWORD_USE = true //Enable super admin for this server
SUPER_ADMIN_PASSWORD = NotTheRealPasswordThanksForPlaying //Super admin password for this server
SERVER_LISTEN_IP = all //Enter specific ip for the server to listen to. use "all" to listen on every ip
SOCKET_BUFFER_SIZE = 65536 //buffer size of incoming and outgoing data per socket
PHYSICS_LINEAR_DAMPING = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
PHYSICS_ROTATIONAL_DAMPING = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
AI_DESTRUCTION_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
AI_DESTRUCTION_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned after AI destruction. use values smaller 1 for less and 0 for none
CHEST_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
CHEST_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned in chests of generated chests. use values smaller 1 for less and 0 for none
USE_WHITELIST = false //only names/ips from whitelist.txt are allowed
FILTER_CONNECTION_MESSAGES = false //don't display join/disconnect messages
USE_UDP = false //Use 'User Datagram Protocol' (UDP) instead of 'Transmission Control Protocol' (TCP) for connections
AUTO_KICK_MODIFIED_BLUEPRINT_USE = true //Kick players that spawn modified blueprints
AUTO_BAN_ID_MODIFIED_BLUEPRINT_USE = true //Ban player by name that spawn modified blueprints
AUTO_BAN_IP_MODIFIED_BLUEPRINT_USE = true //Ban player by IP that spawn modified blueprints
AUTO_BAN_TIME_IN_MINUTES = 60 //Time to ban in minutes (-1 for permanently)
REMOVE_MODIFIED_BLUEPRINTS = true //Auto-removes a modified blueprint
DEBUG_SEGMENT_WRITING = false //Debugs correctness of writing of segments (costs server performance)
TCP_NODELAY = true //Naggles algorithm (WARNING: only change when you know what you're doing)
PING_FLUSH = false //flushes ping/pong immediately (WARNING: only change when you know what you're doing)
RECIPE_BLOCK_COST = 5000 //How much blocks have to be invested to create a recipe (min 0)
SHOP_SPAWNING_PROBABILITY = 0.04 //(must be between 0 and 1): 0 is no shops spawned in asteroid sectors, 1 is shop spawned in everyone (default: 8% -> 0.08)
RECIPE_REFUND_MULT = 0.5 //how much blocks are refunded from selling a recipe (must be between 0 and 1): 0 no refund, 1 full refund
RECIPE_LEVEL_AMOUNT = 4000 //On how much created blocks will a recipe level up (base value) (min 0)
DEFAULT_SPAWN_SECTOR_X = 2 //DEFAULT Spawn Sector X Coordinate
DEFAULT_SPAWN_SECTOR_Y = 2 //DEFAULT Spawn Sector Y Coordinate
DEFAULT_SPAWN_SECTOR_Z = 2 //DEFAULT Spawn Sector Z Coordinate
MODIFIED_BLUEPRINT_TOLERANCE = 0.2 //Tolerance of modified blueprint trigger (default = 10%)
TURNING_DIMENSION_SCALE = 1.4 //Scaling of tuning speed VS ship dimension (default = 1.1)
DEFAULT_SPAWN_POINT_X_1 = 99.97484 //First Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_1 = -3.4067175 //First Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_1 = 212.0166 //First Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_POINT_X_2 = 99.97484 //Second Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_2 = -3.4067175 //Second Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_2 = 212.0166 //Second Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_POINT_X_3 = 99.97484 //Third Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_3 = -3.4067175 //Third Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_3 = 212.0166 //Third Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_POINT_X_4 = 99.97484 //Forth Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_4 = -3.4067175 //Forth Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_4 = 212.0166 //Forth Rotating Spawn: Local Pos Z Coordinate
PLAYER_DEATH_CREDIT_PUNISHMENT = 0.5 //players credits lost of total on death (must be between 0 and 1): 1 = lose all, 0 = keep all
PLAYER_DEATH_CREDIT_DROP = true //drop credits lost on death into space instead
PLAYER_DEATH_BLOCK_PUNISHMENT = true //player will drop all his blocks into space on death
PLAYER_DEATH_PUNISHMENT_TIME = 300 //Time interval in seconds after death of a player in which the player is not punished
PLAYER_DEATH_INVULNERABILITY_TIME = 5 //Time the player is invulnerable after death in sec
PLAYER_HISTORY_BACKLOG = 30 //How many login history objects (with name, IP, account-name, and time) should be saved by player state
PROJECTILES_ADDITIVE_VELOCITY = false //initial projectile speed depend on relative linear velocity of object fired from
PROJECTILES_VELOCITY_MULTIPLIER = 1.5 //multiplicator for projectile velocity
IGNORE_DOCKING_AREA = false //ignores docking area size
ALLOW_UPLOAD_FROM_LOCAL_BLUEPRINTS = true //enables clients being able to upload their pre-build-blueprints to the server
SHOP_NPC_STARTING_CREDITS = 10000000 //how much credits do shops start with
SHOP_NPC_RECHARGE_CREDITS = 100000 //how much credits do shops gain about every 10 min
AI_WEAPON_AIMING_ACCURACY = 750 //how accurate the AI aims (the higher the value the more accurate vs distance. 10 = about 99% accuracy at 10m)
BROADCAST_SHIELD_PERCENTAGE = 5 //percent of shields changed for the server to broadcast a shield synch
BROADCAST_POWER_PERCENTAGE = 50 //percent of power changed for the server to broadcast a power synch (not that critical)
ADMINS_CIRCUMVENT_STRUCTURE_CONTROL = true //admins can enter ships of any faction
STAR_DAMAGE = true //suns dealing damage to entities
SQL_NIO_FILE_SIZE = 256 //megabyte limit of .data file when to use NIO (faster) (must be power of 2)
PLANET_SIZE_MEAN = 50.0 //Planet size mean (normal gaussian distribution) (min 50)
PLANET_SIZE_DEVIATION = 35.0 //Planet size standard deviation. Note: normal gaussian distribution graph scaled horizontally by 1/3 (min 0)
ASTEROID_RADIUS_MAX = 64 //Asteroid max radius in blocks (from -x to +x)
ASTEROID_RESOURCE_SIZE = 2.5 //Average diameter of resource veins in asteroids
ASTEROID_RESOURCE_CHANCE = 0.003 //Chance per block to place a new resource vein (1.0 = 100%)
PLAYER_MAX_BUILD_AREA = 100 //max area a player may add/remove in adv. build mode
NT_SPAM_PROTECT_TIME_MS = 30000 //period of spam protection
ASTEROID_SECTOR_REPLENISH_TIME_SEC = -1 //seconds until a sector that is mined down to 0 asteroids is replenished (-1 = never)
NT_SPAM_PROTECT_MAX_ATTEMPTS = 30 //max attempts before refusing connections in spam protect period (default is 1/sec for 30 sec)
NT_SPAM_PROTECT_EXCEPTIONS = 127.0.0.1 //ips excepted from spam control (separate multiple with comma) (default is localhost)
NT_SPAM_PROTECT_ACTIVE = true //enables connection spawn protection (flooding servers with login attempts)
USE_PERSONAL_SECTORS = false //will spawn a player in a locked sector sandbox (warning, don't use unless you know what you do)
BATTLE_MODE = false //turn on battlemode (warning, don't use unless you know what you're doing)
BATTLE_MODE_CONFIG = battleSector=0,0,0,Physics.smsec;battleSector=15,15,15,Physics.smsec;countdownRound=300;countdownStart=30;maxMass=-1;maxDim=300;maxMassPerFaction=-1; //General config for battlemode
BATTLE_MODE_FACTIONS = [TeamA, fighters, 500,500,500, 0.5,0.1,0.9];[TeamB, fighters, -500,-500,-500, 0.5,0.9,0.2];[TeamFFA,ffa, 0,0,-500, 0.2,0.9,0.9];[Spectators,spectators, 0,500,0,0.8,0.4,0.8] //Faction config for battlemode
LEADERBOARD_BACKLOG = 24 //time in hours to keep leaderboard backlog (the more time, the more data has to be sent to client)
ANNOUNCE_SERVER_TO_SERVERLIST = true //announces the server to the starmade server list so clients can find it. Hostname must be provided for HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST!
HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST = lvdserver.b33r.us //this must be a valid hostname (either ip or host, e.g. play.star-made.org)
SERVER_LIST_NAME = <###> Light vs Dark <###> - NEW SERVER - CUSTOM NPC FACTIONS - QUESTS! //max length 64 characters
SERVER_LIST_DESCRIPTION = Survival + Enhanced PvP, Quests, Alternate Economy.  Visit our forums at lvdserver.forumotion.com //max length 128 characters
MISSILE_DEFENSE_FRIENDLY_FIRE = false //can shoot down own or missiles from own faction
USE_DYNAMIC_RECIPE_PRICES = true //use recipe based prices (the price is the price of the parts it is made out of in crafting)
DYNAMIC_RECIPE_PRICE_MODIFIER = 1.05 //modifier to adjust dynamic price
MAKE_HOMBASE_ATTACKABLE_ON_FP_DEFICIT = true //Home bases become attackable if a faction's Faction Points are in the minus and the faction doesn't own any territory
PLANET_SPECIAL_REGION_PROBABILITY = 240 //one out of thisValue chance of a special region spawning per planet plate (cities, pyramids, etc) (changing this value migth change some plates, but won't change any plates that are already modified by a player)
NT_BLOCK_QUEUE_SIZE = 1024 //How many blocks are sent per update. Huge placements will shot faster, but it will consume more bandwidth and is subject to spamming players
CHUNK_REQUEST_THREAD_POOL_SIZE_TOTAL = 10 //Thead pool size for chunk requests (from disk and generated)
CHUNK_REQUEST_THREAD_POOL_SIZE_CPU = 5 //Available threads of total for CPU generation. WARNING: too high can cause cpu spikes. About the amount of available cores minus one is best
BUY_BLUEPRINTS_WITH_CREDITS = false //buy blueprints directly with credits
SHOP_USE_STATIC_SELL_BUY_PRICES = true //shop buy and sell price change depending on stock (shop prices will always stay the same if true)
SHOP_SELL_BUY_PRICES_UPPER_LIMIT = 1.0 //maximum of base price a shop will want depending on its stock (e.g. max 120 credits if the normal cost is 100)
SHOP_SELL_BUY_PRICES_LOWER_LIMIT = 1.0 //minimum of base price a shop will want depending on its stock (e.g. max 80 credits if the normal cost is 100)
MINING_BONUS = 1 //general multiplier on all mining
MAX_LOGIC_SIGNAL_QUEUE_PER_OBJECT = 250000 //max logic trace queue allowed
MAX_COORDINATE_BOOKMARKS = 20 //coordinate bookmarks per player allowed
ALLOWED_STATIONS_PER_SECTOR = 1 //How many stations are allowed per sector
STATION_CREDIT_COST = 50000 //how much does a station or station blueprint cost
SKIN_SERVER_UPLOAD_BLOCK_SIZE = 256 //how fast should skins be transferred from server to clients (too high might cause lag) [default 256 ~ 16kb/s]
ALLOW_OLD_DOCKING_BEAM = false //enables old docking beam
WEIGHTED_CENTER_OF_MASS = true //if on, the center of mass for each structured will be calculated based on block mass. On 'false', the center of mass is always the core position
SECURE_UPLINK_ENABLED = false //dedicated servers can be registered on the StarMade registry
SECURE_UPLINK_TOKEN =  //uplink token, provided when registering a dedicated server
USE_STRUCTURE_HP = true //ships and other structures use the hitpoint system. if off, a ship will overheat when the core gets taken out (old)
SHOP_REBOOT_COST_PER_SECOND = 100.0 //Cost to reboot a ship at a shop (per second it would take to reboot in space)
SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 1.0 //Cost to repair a ship's armor at a shop
MAX_SIMULTANEOUS_EXPLOSIONS = 100 //the more the faster explosions at the same time are executed (costs in total about 20MB RAM each and of course CPU because it's all threaded) (10 is default for a medium powered singleplayer)
REMOVE_ENTITIES_WITH_INCONSISTENT_BLOCKS = false //This will remove ships that have blocks that are normally disallowed (e.g. space station blocks on ships)
OVERRIDE_INVALID_BLUEPRINT_TYPE = true //If a loaded blueprint is invalid, it's type will be overridden
FACTION_FOUNDER_KICKABLE_AFTER_DAYS_INACTIVITY = 30 //Days of inactivity after which a founder may kick another founder
DEBUG_BEAM_POWER_CONSUMPTION = false //server will send notifications on power consumed (not counting power given from supply) on server (costs performance, so only use for debugging)
DEBUG_BEAM_TICKS_DONE = false //server will send notifications on ticks done on server (costs performance, so only use for debugging)
DEBUG_BEAM_POWER_PER_TICK = false //server will send notifications on beam power per tick on server (costs performance, so only use for debugging)
DEBUG_MISSILE_POWER_CONSUMPTION = false //server will send notifications on missiles on server (costs performance, so only use for debugging)
BLUEPRINT_SPAWNABLE_SHIPS = true //enables or disables blueprint spawning from item
BLUEPRINT_SPAWNABLE_STATIONS = true //enables or disables blueprint spawning from item
USE_OLD_GENERATED_PIRATE_STATIONS = false //enables spawning of old style pirate stations
CARGO_BLEED_AT_OVER_CAPACITY = false //cargo is ejected every minute if storage is at over capacity
ALLOW_PERSONAL_INVENTORY_OVER_CAPACITY = true //Personal Inventory can go over capacity
ONLY_ALLOW_FACTION_SHIPS_ADDED_TO_FLEET = true //only allows faction ships to be added to fleet
MAX_CHAIN_DOCKING = 10 //maximal deepness of docking chains (may cause glitches depending on OS (path and filename length) at high numbers)
SHOP_RAILS_ON_ADV = true //Advanced shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
SHOP_RAILS_ON_NORMAL = false //Normal shops will have 4 rails dockers that can be used like a neutral homebase (anything docked is safe)
ALLOW_FLEET_FORMATION = true //Allows fleet formation
BACKUP_WORLD_ON_MIGRATION = false //Back up world when migrating to a new file format
BACKUP_BLUEPRINTS_ON_MIGRATION = true //Back up blueprints when migrating to a new file format
DISPLAY_GROUPING_DEBUG_INFORMATION = false //Displays grouping calculation information
SECTORS_TO_EXPLORE_FOR_SYS = 5 //How many sectors of a system have to be explored
NPC_FACTION_SPAWN_LIMIT = -1 //Maximum npc factions per galaxy (-1 for unlimited (will still be around 2-10))
NPC_DEBUG_MODE = false //Sends complete NPC faction package to clients (very bandwith intensive)
FLEET_OUT_OF_SECTOR_MOVEMENT = 2000 //How long for an unloaded fleet to cross a sector in ms
NPC_LOADED_SHIP_MAX_SPEED_MULT = 0.7 //How fast NPC fleet ships are compared to their max speed when loaded
USE_FOW = true //Use 'fog of war'. Turning this off will make everything visible to everyone
NPC_LOG_MODE = 0 //use 0 for npc file logs [/logs/npc/] and 1 for normal log output
NPC_DEBUG_SHOP_OWNERS =  //Additional shop owners for npc faction shops (case insensitive, seperate with comma)
SQL_PERMISSION = Benevolent27 //user name allowed to sql query remotely (direct console always allowed /sql_query, /sql_update, /sql_insert_return_generated_keys) (case insensitive, seperate with comma)>
Clientconfig (settings.cfg)
 <C_USE_NEW_PLAYER_MODEL_ = true
CONTROL_HELP = true //Display help for controls
C_MOUSE_BUTTOM_SWITCH = false //Switch build/remove mouse buttons
G_RESOLUTION = 1360 x 768 //Resolution
G_FULLSCREEN = false //Fullscreen
G_WINDOWED_BORDERLESS = false //Borderless windowed mode
G_TEXTURE_PACK = Default //Texture Pack
G_TEXTURE_PACK_RESOLUTION = 128 //Texture Quality (Resolution)
G_VSYNCH = false //Vert-Synch
G_MULTI_SAMPLE_TARGET = 0 //Antialiasing (Samples)
G_MULTI_SAMPLE = 0
G_GAMMA = 1.2 //Gamma (Needs Frambuffer)
G_FOV = 85.0 //Field of View
G_MAX_SEGEMENTSDRAWN = 1500 //Max segments Drawn at once (view distance)
G_NORMAL_MAPPING = false //Enable Normal mapping
G_SHADOWS = false
G_SHADOW_QUALITY = BEST
G_SHADOWS_TARGET = false //Enable Shadows
G_SHADOW_QUALITY_TARGET = BEST //Set Shadow Quality
G_PROD_BG = true //Procedural Background (fbo req)
G_PROD_BG_QUALITY = 2048 //Procedural BG quality
G_DRAW_SURROUNDING_GALAXIES_IN_MAP = false //Draw other galaxies in map (slow)
HIT_INDICATION_NUMBERS_LIFETIME = 0.4 //Time, hit numbers remain (sec)
PLAYER_SKIN_CREATE =  //Create Player Skin
PLAYER_SKIN =  //Path to player skin. Remove to Use default
D_LIFETIME_NORM = 30 //Lifetime (secs) of debris (0 to turn off)
S_SOUND_SYS_ENABLED = true
S_SOUND_ENABLED = true //Sound
S_SOUND_VOLUME_GLOBAL = 4 //Sound Volume
USE_OPEN_AL_SOUND = true //OpenAL (Off fixes stutter, but silent videos. restart needed. working on fix)
N_TRANSMIT_RAW_DEBUG_POSITIONS = false
C_SELECTED_JOYSTICK = -1
ICON_BAKERY_BLOCKSTYLE_ROTATE_DEG = -90
MOUSE_WHEEL_SENSIBILITY = 7.0E-4
BUILD_MODE_SHIFT_SPEED = 25.0
ORBITAL_CAM_SPEED = 0.5
G_DAMAGE_DISPLAY = 600 //Damage display distance
G_STAR_COUNT = 4096 //Star Count
G_VBO_BULKMODE_SIZE = 4
G_DRAW_FOG = false
G_DRAW_BEAMS = true //Draw beams
G_DRAW_EXHAUST_PLUMS = true //Draw thruster plums
D_INFO_CONTROLMANAGER = false
D_INFO_SHADER = true
T_ENABLE_TEXTURE_BAKER = false
D_INFO_DRAW_TIMES = false
D_INFO_DRAW_SPACE_PARTICLE = false
G_SPACE_PARTICLE = true //Draw space dust particles
G_DRAW_MOUSE_COLLISION = false
G_ATMOSPHERE_SHADER = normal
F_FRAME_BUFFER = true //Use Framebuffer
G_SHADOW_NEAR_DIST = 1.0
G_SHADOW_FAR_DIST = 75.0
G_SHADOW_DEPTH_RANGE_NEAR = 0.0
G_SHADOW_DEPTH_RANGE_FAR = 1.0
G_SHADOW_SPLIT_FAR_0 = 0.325
G_SHADOW_SPLIT_NEAR_1 = 0.325
G_SHADOW_SPLIT_FAR_1 = 0.325
G_SHADOW_SPLIT_NEAR_2 = 0.325
G_SHADOW_SPLIT_MULT = 1.005
G_SHADOW_CROP_MATRIX_MAX = -1000
G_SHADOW_CROP_MATRIX_MIN = 1000
G_SHADOW_EXTRA_BACKUP = 20.0
G_SHADOW_NEAR_CLIP = 0.05
G_SHADOW_SPLIT_RADIUS_ADD_0 = 0.0
G_SHADOW_SPLIT_RADIUS_ADD_1 = 10.0
G_SHADOW_SPLIT_RADIUS_ADD_2 = 0.0
G_SHADOW_SPLIT_RADIUS_ADD_3 = 0.0
G_SHADOW_SPLIT_ORTHO_FAR_ADDED_0 = 0.0
G_SHADOW_SPLIT_ORTHO_FAR_ADDED_1 = 100.0
G_SHADOW_SPLIT_ORTHO_FAR_ADDED_2 = 0.0
G_SHADOW_SPLIT_ORTHO_FAR_ADDED_3 = 0.0
G_SHADOW_SPLIT_ORTHO_NEAR_ADDED = -100.0
G_SHADOW_ULTRA_FAR_BOUND_ADDED_0 = -0.023
G_SHADOW_ULTRA_FAR_BOUND_ADDED_1 = -0.002
G_SHADOW_ULTRA_FAR_BOUND_ADDED_2 = -0.002
G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_0 = -0.023
G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_1 = -0.002
G_SHADOW_OTHER_QUALITY_FAR_BOUND_ADDED_2 = -0.0
G_SHADOW_FOV_ADDED_RAD = 0.2
G_SHADOW_DISPLAY_SHADOW_MAP = false
G_DRAW_SHIELDS = true //Shield Effect
G_DRAW_WATER = true
G_DRAW_BACKGOUND = true //Background Image
G_WATER_USER_MIPMAPS = false
E_NAVIGATION_FILTER = -1
G_DRAW_ENTITIES = true
G_FRUSTUM_CULLTING = true
G_DRAW_EFFECTS = true
G_SHADER_RELOAD = false
G_FRAMRATE_FIXED = 120 //Limit Framerate (30, 60, 120, 240, or -1 for unlimited),
G_SHADERS_ACTIVE = true
G_DEBUG_DRAW_GRID = false
G_DEBUG_DRAW_LINES = true
T_TERRAIN_DRAW = true
T_TERRAIN_WIREFRAME_DRAW = false
G_CULLING_ACTIVE = true
G_TEXTURE_ARRAYS = false
G_AUTO_NORMALIZATION = true
G_DRAW_BY_SIDES = true
G_WIREFRAMED = false
G_TEXTURE_COMPRESSION_BLOCKS = false
G_TEXTURE_ARRAY_COMPRESSION = true
G_TEXTURE_ARRAY_MIPMAP = true
G_TEXTURE_MIPMAP = true
G_SHADOWS_VSM = false
S_PAUSED = false
S_SETTINGS_SHOW = false
MINIMAP_MODE = SMALL //Radar (minimap) size
SECTOR_INDICATION_MODE = INDICATION_ONLY //Indicators for other sectors
S_KEY_ALLOW_DUPLICATES = true //Allow key assign duplicates
GIF_WIDTH = 640
GIF_HEIGHT = 640
GIF_FPS = 15
GIF_GUI = false
G_DEBRIS_THRESHOLD_MS = 4
S_INITIAL_SETTING = Single Player
S_GAME_MODE = Sandbox
G_BONE_ANIMATION = true
P_NT_DEBUG_ACTIVE = false
P_PHYSICS_DEBUG_ACTIVE_OCCLUSION = false
P_PHYSICS_DEBUG_ACTIVE = false
P_PHYSICS_DEBUG_MODE = 0
G_DEUBG_LINE_DRAWING_ACTIVATED = false
G_WINDOW_START_POSITION = center
G_DRAW_GUI_ACTIVE = true
G_DRAW_NO_OVERLAYS = false
G_PARTICLE_SORTING = true
P_PHYSICS_ACTIVATED = true
G_SMOKE_QUALITY = false
G_DRAW_STARS = true //Draw additional stars
G_DRAW_PASTE_PREVIEW = true //Draw preview for paste
G_USE_SPRITE_VBO = true
TUTORIAL_NEW = true //Tutorial enabled
G_AUTOSELECT_CONTROLLERS = true //AutoSelect Controllers
S_INFO_DRAW = FPS_AND_PING //Tech Info
G_VBO_FLAG = STATIC
N_LAG_COMPENSATION = true
N_IGNORE_SAVED_UPLINK_CREDENTIALS_IN_SINGLEPLAYER = true
N_SERVERTIME_UPDATE_FREQUENCE = 10000
M_TEXTURE_PACK_CONFIG_TOOL = ./data/textures/block/Default/64/
G_MIPMAP_LEVEL_MAX = 3
M_MOUSE_SENSITIVITY = 0.5 //MoUse Sensitivity
G_HIT_INDICATION_SIZE = 1.0 //Size of hit indications
F_BLOOM = false //Bloom Effect
F_BLOOM_INTENSITY = 0.4 //Bloom Intensity
S_MOUSE_LOCK = true
G_DRAW_ADV_BUILDMODE_BLOCK_PREVIEW = true
G_DRAW_ALL_CONNECTIONS = false
G_SHOW_PURE_NUMBERS_FOR_SHIELD_AND_POWER = false
S_FLIP_HOTBAR_MOUSEWHEEL_WITHOUT_CTRL = true //flip through hotbars on mouse wheel without control
S_ZOOM_MOUSEWHEEL = SLOTS //primary mouse wheel function
S_MOUSE_SHIP_INVERT = false //Invert MoUse-Y (Ship)
S_MOUSE_ALL_INVERT = false //Invert MoUse-Y (All)
S_USE_REGION_SIGNATURE_TEST = false
G_PREVIEW_TO_BUILD_BLOCK = true //Preview Block to build
S_EXIT_ON_ESC = false
G_USE_HIGH_QUALITY_ACKGROUND = false
G_DRAW_POPUPS = true
G_USE_VBO_MAP = true
G_DRAW_JUMP_OVERLAY = true
G_MAG_FILTER_LINEAR_BLOCKS = false //Use linear mag filter on Blocks (restart required)
G_MAG_FILTER_LINEAR_GUI = false //Use linear mag filter on GUI (restart required)
G_MAX_BEAMS = 1024 //MaxBeamsDrawn (restart required)
SEGMENT_REQUEST_BATCH = 64 //Size of Chunk request-queue
CLIENT_BUFFER_SIZE = 65536
ICON_BAKERY_SINGLE_RESOLUTION = 150
LIGHT_RAY_COUNT = 48 //Block light quality (impacts chunk refresh time, but not fps)
ICON_BAKERY_SINGLE_ICONS = false
G_MUST_CONFIRM_DETACHEMENT_AT_SPEED = 50.0 //Popup Detach Warning (% server speed, -1 off)
G_USE_SHADER4 = true
O_OCULUS_RENDERING = false
G_USE_VERTEX_LIGHTING_ONLY = false //Simple Lighting Quality (faster)
CLIENT_TRAFFIC_CLASS = true
G_DRAW_SELECTED_BLOCK_WOBBLE = true
G_USE_TWO_COMPENENT_SHADER = false
A_FORCE_AUTHENTICATION_METHOD = -1
MIN_FFA = 2
B_UNDO_REDO_MAX = 30
N_ARTIFICIAL_DELAY = 0
SEGMENT_PIECE_QUEUE_SINGLEPLAYER = 32767
G_MAX_MISSILE_TRAILS = 128 //Max Missile Trails (restart required)
G_USE_OCCLUSION_CULLING = false
C_AUTOASSIGN_WEAPON_SLOTS = true //Autoassign weapons on fire if bar empty
G_DRAW_NT_STATS_OVERLAY = false //Draw network statistics in hud
CLIENT_CUSTOM_TEXTURE_PATH = ./customBlockTextures
SECRET = none
LIMIT_FPS_UNFOCUS = true
GUI_USE_DISPLAY_LISTS = false
USE_GL_MULTI_DRAWARRAYS = false //MultiDraw Optimization (turn off on chunk Draw problems)
USE_GL_MULTI_DRAWARRAYS_INITIAL_SET = false
CHAT_CLOSE_ON_ENTER = true //Close chat on enter
A_FORCE_LOCAL_SAVE_ENABLED_IN_SINGLE_PLAYER = false
G_SHIP_INFO_ZOOM = 0
G_SINGLEPLAYER_CREATIVE_MODE = false //creative mode
G_DRAW_LAG_OBJECTS_IN_HUD = false //Draw lag statistics in hud
G_SHOW_SYMMETRY_PLANES = true //Show symmetry planes
LANGUAGE_PACK = english
LANGUAGE_PACK_ASSIGNED = true
DELETE_SEVER_DATABASE_ON_STARTUP = false
G_BASIC_SELECTION_BOX = false //Draw basic selection boxes
OFFLINE_PLAYER_NAME = 
ONLINE_PLAYER_NAME = 
SERVERLIST_COMPATIBLE = true
SERVERLIST_RESPONSIVE = true
SERVERLIST_FAVORITES = false
SERVERLIST_CUSTOMS = false
CUBE_LIGHT_NORMALIZER_NEW_M = true
SERVERLIST_LAST_SERVER_USED = 
LAST_GAME = 
PLAY_INTRO = true //Play Intro
SUBTITLES = true //Subtitles
TUTORIAL_BUTTON_BLINKING = true
TUTORIAL_PLAY_INTRO = true
TUTORIAL_WATCHED = 
USE_INTEGER_VERTICES = true
LOD_DISTANCE_IN_THRESHOLD = 80.0 //Non Block Render Distance (LoD)
>
Java Version (32bit)

Error: This Java instance does not support a 32-bit JVM.
Please install the desired version.

Java Version (64bit)

java version "1.8.0_121"
Java(TM) SE Runtime Environment (build 1.8.0_121-b13)
Java HotSpot(TM) 64-Bit Server VM (build 25.121-b13, mixed mode)

Event Timeline

AndyP claimed this task.Feb 28 2017, 10:02 PM
AndyP shifted this object from the S1 Public space to the S3 Starmade space.Feb 28 2017, 10:04 PM
AndyP changed the visibility from "Custom Policy" to "Public (No Login Required)".
AndyP changed the edit policy from "Task Author" to "Starmade (Project)".
AndyP updated the task description. (Show Details)
AndyP edited Steps to reproduce. (Show Details)
AndyP edited Tester information (Internal use only). (Show Details)
AndyP changed Affected Gamemode(s) from none/unspecified to Serverside.
AndyP changed Category from none/unspecified to Engine.
AndyP raised the priority of this task from Normal to High.

-Validated-

Found this in the logs:

[2017-02-28 15:59:50] Exiting (normal) because of exception java.lang.NullPointerException: Added nonconform object {RigBExOrig@932909189Ship[LMC Everest III](11244);COLSHAPE:[CubesShape|SER Ship[LMC Everest III](11244)];AT(5072.4854, 755.9233, -986.6366)(SID: Sector[11201](8, 40, 38))}
[2017-02-28 15:59:50] java.lang.NullPointerException: Added nonconform object {RigBExOrig@932909189Ship[LMC Everest III](11244);COLSHAPE:[CubesShape|SER Ship[LMC Everest III](11244)];AT(5072.4854, 755.9233, -986.6366)(SID: Sector[11201](8, 40, 38))}
[2017-02-28 15:59:50] 	at obfuscated.agc.a(SourceFile:108)
[2017-02-28 15:59:50] 	at obfuscated.aPm.a(SourceFile:391)
[2017-02-28 15:59:50] 	at org.schema.game.common.data.world.SimpleTransformableSendableObject.onPhysicsAdd(SourceFile:1907)
[2017-02-28 15:59:50] 	at obfuscated.XR.onPhysicsAdd(SourceFile:2469)
[2017-02-28 15:59:50] 	at obfuscated.aup.a(SourceFile:427)
[2017-02-28 15:59:50] 	at org.schema.game.server.controller.GameServerController.update(SourceFile:1257)
[2017-02-28 15:59:50] 	at org.schema.schine.network.server.ServerController.run(SourceFile:275)
[2017-02-28 15:59:50] 	at java.lang.Thread.run(Thread.java:745)

Forwarding.

AndyP added a subscriber: schema.
AndyP changed the task status from Open to Feedback.

Asked @Benevolent27 for a sector export.

(Upload either here, or in slack.)

Restricted Application added a project: Waiting on Author. · View Herald TranscriptFeb 28 2017, 10:09 PM

Sector export uploaded. I went to the sector to investigate. The ship in question was in the sector, but not at the sector coordinates indicated in the log file.

Restricted Application edited projects, added Customer responded; removed Waiting on Author. · View Herald TranscriptFeb 28 2017, 10:22 PM
Restricted Application changed the task status from Feedback to Open. · View Herald Transcript
AndyP moved this task from Feedback to Confirmed on the Issue Navigation board.Feb 28 2017, 10:26 PM
AndyP changed the task status from Open to In Queue (Game).

Thank you for the feedback and upload.

Forwarding.

Restricted Application edited projects, added Game Development; removed Customer responded, Issue Navigation. · View Herald TranscriptFeb 28 2017, 10:26 PM
AndyP edited Tester information (Internal use only). (Show Details)Feb 28 2017, 10:27 PM
AndyP edited Tester information (Internal use only). (Show Details)
schema added a commit: Restricted Diffusion Commit.Mar 9 2017, 3:54 PM
schema changed the task status from In Queue (Game) to Resolved by committing Restricted Diffusion Commit.
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptMar 9 2017, 3:54 PM
Restricted Application added a project: Engine. · View Herald TranscriptMar 10 2017, 5:40 PM

Checked the export and it seems to be fine but hard to tell, waiting on @Benevolent27 to confirm it

lancake changed Last tested (version) from v0.199.468 to 0.199.481.Mar 12 2017, 1:42 PM
lancake set First occurrence (version) to 0.199.468.
AndyP moved this task from Backlog / Unclassed to Crashes on the Engine board.Mar 15 2017, 8:00 PM
AndyP edited projects, added Engine (Crashes); removed Engine.

Sorry about the wait. I've been a bit overloaded at home.

Since this ticket was opened, there have been two soft-crashes which may or may not be related.

03-05-17: I'm not sure why this one happened. It does not appear to have the same "NullPointerException" as the one reported here.

03-08-17: Same as above.

Aside from these soft-crashes, the server was unresponsive and needed to be force killed a total of 22 times since this ticket was created, with the last occurrence on 03-15-2017. These unresponsive states may or may not be related. I will upload the latest unresponsive crash log set here. If more logs are requested, I will upload them.

Thank you again for your assistance.

The fix for this could not have affected your server as it's not released yet, was looking on fix confirmation for that sector export if there was anything missing in there. Never saw the original sector so wasn't sure but nothing seems to be missing. These soft crashes must be a completely different issue so forwarded them, the task itself is fixed though.

lancake changed Reproducible from uncertain to Yes.Mar 21 2017, 4:16 PM
lancake changed Last tested (version) from 0.199.481 to 0.199.489.
lancake added a subscriber: AndyP.
lancake claimed this task.

03-05-17: good find. related to picking up a meta object (e.g. logbook) with unloaded data. has been fixed now

03-08-17: same reason as above (probably someone trying to pick up same object)

Unresponsiveness is a more serious deal. Are you able to do stacktraces/threaddump? that would help a lot trying to figure what exactly the server is doing

Benevolent27 added a comment.EditedMar 23 2017, 3:30 PM
In T2267#95036, @schema wrote:

03-05-17: good find. related to picking up a meta object (e.g. logbook) with unloaded data. has been fixed now
03-08-17: same reason as above (probably someone trying to pick up same object)
Unresponsiveness is a more serious deal. Are you able to do stacktraces/threaddump? that would help a lot trying to figure what exactly the server is doing

Thank you for the response and for letting me know what was going on there! By it being fixed, do you mean a bugfix was done for the game or just that our server shouldn't have an issue with that particular logbook?

I didn't know how to do a thread dump before, but I have now implemented it into the scripting. So if the server becomes unresponsive and requires a force-kill, a copy of the logs, a thread dump, and (just because) all files opened currently by StarMade are dumped into text files and included. Though I do not have any thread dumps generated yet, since I just implemented it. However, I do have the logs from when these crashes occurred. Here is the latest unresponsive crash. This does include the files that were currently open by the StarMade.jar, but no thread dump. Sorry.

Edit: Also, just to mention, the process the server goes through when a force kill is necessary is:

  1. It issues a /shutdown command to the server and gives 90 seconds to shut down.
  2. If that fails, it looks up the PID for the server and sends a SIGTERM to it. It then gives up to 5 minutes (checking at 5 second intervals if the process is till running).
  3. If after 5 minutes, the process is still running, it saves all the logs and then runs a kill -9 on the PID and restarts the server.
lancake closed this task as Closed.Apr 28 2017, 1:23 PM
Restricted Application removed a project: Quality Assurance. · View Herald TranscriptApr 28 2017, 1:23 PM
Restricted Application removed a subscriber: AndyP. · View Herald Transcript