Page MenuHomeSchine - Phabricator

Starmade | /load_as_faction crashes server
Closed, FinishedPublic

Description

On the server, "Official Staging Server (LvD-Copy, Whitelist)" I was doing some testing. When attempting to spawn in a fleet for a player that was helping me test, I managed to crash the server and the connected clients.

We were attempting to spawn in a rack of ships to do some fleet testing. The rack did not have a faction block on the parent entity, and thus was not spawning in as his faction. Since this was new, we were a little confused what was going on, I attempted to manually load in a copy as their faction with the following command:

/load_as_faction "FCM Fleet 5" "FCM Fleet 5-2" 10058

This is when the server and connected clients crashed.

I suspect that similar commands used to load objects may also be affected, but I have to work and don't have time to test right now. Here is my to-do list of commands to test, which may be affected:

  • When testing, entities that do NOT have a faction block on the parent entity should be used.

/load_station_neutral
/load_station_pirate
/load_station_trading_guild
/spawn_entity
/spawn_entity_pos <-- this one I use for quests.

  • If Pirate spawning is affected

/spawn_mobs
/spawn_mobs_line

  • If turning on or modifiying the faction information for an entity fails when no faction module is present

/start_ship_ai
/faction_set_entity

  • If trade guild spawning is affected

/create_trade_party

I'd also test spawning of pirate ships with no faction modules, as I am guessing some servers may have custom pirates that do not have faction modules attached. I'd also like to create a custom NPC faction that contains ships without faction modules attached to the parent entity, to see what happens when they are spawned in.

(To be clear, I do know that "/load_as_faction" will crash the server, but I do not know what happens with these other commands. I have left them here as a to-do list for myself to test later when I have time.)

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.199.497
Category
Engine
First occurrence (version)
0.199.491
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Steps to reproduce
  1. Save a blueprint that does not have a faction module on it.
  2. use the "/load_as_faction" command to try and spawn it in.
  3. Crash.
Serverconfig (server.cfg)
<replace this block with the file content,
but do not remove the first and last line.
Before using the paste function,
mark the area from the opening angle bracket to the closing angle bracket>
Clientconfig (settings.cfg)
<replace this block with the file content,
but do not remove the first and last line.
Before using the paste function,
mark the area from the opening angle bracket to the closing angle bracket>

Event Timeline

Restricted Application added a project: Issue Navigation. · View Herald TranscriptApr 7 2017, 2:46 AM
Benevolent27 updated the task description. (Show Details)Apr 7 2017, 2:48 AM
lancake added a subscriber: lancake.
lancake changed the task status from Open to In Queue.
lancake claimed this task.

-validated- & -confirmed-

classcastexception when you use it, don't need logs since it's already fixed.

Restricted Application removed a project: Issue Navigation. · View Herald TranscriptApr 7 2017, 8:54 AM
lancake shifted this object from the S1 Public space to the S3 Starmade space.Apr 7 2017, 8:55 AM
lancake changed the visibility from "Custom Policy" to "Public (No Login Required)".
lancake changed the edit policy from "Task Author" to "Starmade (Project)".
lancake changed Affected Gamemode(s) from none/unspecified to Single and Multi.
lancake changed Reproducible from uncertain to Yes.
lancake changed Last tested (version) from 0.199.491 to 0.199.497.
lancake changed Category from none/unspecified to Engine.
lancake set First occurrence (version) to 0.199.491.
lancake renamed this task from "/load_as_faction" crashes server to /load_as_faction crashes server.
Restricted Application added projects: Starmade, Game Development, Engine. · View Herald TranscriptApr 7 2017, 8:55 AM
Benevolent27 added a comment.EditedApr 8 2017, 12:24 AM

Edit: Since I cannot edit the main thread here any longer, I'm going to track my tests here. If a command results in an error, crash, or other noticeable bug, I'll put it under an "error" section. All of these tests were done spawning in or modifying an entity that had no faction block on it.

ERROR:
Command: /start_ship_ai 10001
Result: Changes the entity to be in the specified faction and turns on the AI, but has "[ERROR]" in the command response. http://prnt.sc/ett14s

OK:
Command: /spawn_entity_pos "FCM Fleet 5" FCMFleet5-test1 2000 2000 2000 500 500 500 10058 false
Result: Spawned in the blueprint and then removed the faction ID.

Command: /spawn_entity_pos "FCM Fleet 5" FCMFleet5-test1 2000 2000 2000 500 500 500 10058 true
Result: Spawned in the blueprint and then removed the faction ID.

Command: /faction_set_entity 10001
Result: Set the entity to the faction, 10001.

Command: /spawn_entity "FCM Fleet 5" FCMFleet5-test1 2000 2000 2000 10058 true
Result: Spawned in the blueprint and then removed the faction ID.

Command: /spawn_entity "FCM Fleet 5" FCMFleet5-test1 2000 2000 2000 10058 false
Result: Spawned in the blueprint and then removed the faction ID.

Command: /spawn_mobs "FCM Fleet 5" 10058 1
Result: Spawned in the blueprint and then removed the faction ID.

Command: /spawn_mobs "FCM Fleet 5" -1 1
Result: Spawned in the blueprint, factioning it as a pirate and it remained factioned.

Command: /spawn_mobs "FCM Fleet 5" -2 1
Result: Spawned in the blueprint, factioning it as trading guild and it remained factioned.

Command: /spawn_mobs_line "FCM Fleet 5" 10058 1
Result: Spawned in the blueprint and then removed the faction ID.

Command: /spawn_mobs_line "FCM Fleet 5" -1 1
Result: Spawned in the blueprint, factioning it as a pirate and it remained factioned.

Command: /spawn_mobs_line "FCM Fleet 5" -2 1
Result: Spawned in the blueprint, factioning it as trading guild and it remained factioned.

After setting up the spawn wave of difficulty 5 to spawn 1 of the blueprints for the appropriate faction:
Command: /initiate_wave 5 1 -1
Result: Spawned in the wave, factioning it as pirates and it remained factioned.

Command: /initiate_wave 5 1 -2
Result: Spawned in the wave, factioning it as trading guild and it remained factioned.

Command: /initiate_wave 5 1 10058
Result: Spawned in the wave, and removed the faction ID.

NOT TESTED YET:
/load_station_neutral
/load_station_pirate
/load_station_trading_guild
/create_trade_party

lancake changed the task status from In Queue to Resolved.Apr 23 2017, 5:16 PM
lancake lowered the priority of this task from Pre-Release Quality Assurance to Normal.
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptApr 23 2017, 5:16 PM
lancake moved this task from Unclassed to Archived on the Starmade board.Apr 24 2017, 2:34 PM
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