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Starmade | Extensive use of Damage Pulse weapons may cause ArrayIndexOutOfBoundsException
Confirmed task for development, NormalPublic

Description

When using a Pulse weapon system, it seems that, if a second pulse is applied to a target entity before the previous one has finished its explosion calculations, there comes a point where any pulse system on the firing ship no longer register to any other entity.

This appears to be most apparent when using Pulse/Cannon systems, with high rates of fire. Relogging client-side does not restore normal function. Restarting the server does appear to correct the issue temporarily, but does not prevent it from happening again.

Tested on a derelict station and asteroid both in separate sessions. Once the bug occurs, recovery is not possible for the same firing entity until the server is restarted.

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Multiplayer
Reproducible
Yes
Last tested (version)
0.199.617
Category
Control Block System: Weapons
First occurrence (version)
0.199.535
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
NVIDIA
Video Card Model
GeForce GTX 960
Steps to reproduce
  • Hard to reproduce reliably, if at all. Seems to depend on something or may just be a running condition that would be near impossible to reproduce as a player.
  1. Prepare ship with Pulse-Cannon weapon system.
  2. Fly to nearby asteroid or derelict station
  3. Engage weapons. Note that, after a dozen or so pulses (may depend on server performance and sector load), further pulses will no longer affect any other entity as if the weapon is no longer being fired.

The bug may also be isolated to servers and may not occur in single-player (not tested).

Tester information (Internal use only)

Logs provided by author:

Server Log file:

Client Log file:

[2017-06-07 09:59:12] Exception in thread "pool-2-thread-1" 
[2017-06-07 09:59:12] java.lang.ArrayIndexOutOfBoundsException: 10485763
[2017-06-07 09:59:12] 	at org.schema.game.common.data.explosion.ExplosionDataHandler.a(SourceFile:162)
[2017-06-07 09:59:12] 	at obfuscated.adN.run(SourceFile:313)
[2017-06-07 09:59:12] 	at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
[2017-06-07 09:59:12] 	at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
[2017-06-07 09:59:12] 	at java.lang.Thread.run(Unknown Source)

which is about a minute after auto save started.

Detected video (Graphicsinfo.txt)

Running on thread: main
Adapter: lmimirr
Driver Version: 2.50.0.596
Vendor: NVIDIA Corporation
OpenGL Version: 4.5.0 NVIDIA 375.70
Renderer: GeForce GTX 960/PCIe/SSE2
GLSL Ver: 4.50 NVIDIA

Serverconfig (server.cfg)
 WORLD = Gubbins //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 = 5000 //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 = 600 //How much seconds items floating in space should be alive
SIMULATION_SPAWN_DELAY = 420 //How much seconds between simulation spawn ticks
SIMULATION_TRADING_FILLS_SHOPS = true //Trading guild will deliver stock to shops
SECTOR_INACTIVE_TIMEOUT = 30 //Time in secs after which sectors go inactive (-1 = off)
SECTOR_INACTIVE_CLEANUP_TIMEOUT = 90 //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 = false //require star-made.org authentication (USE_STARMADE_AUTHENTICATION must be true)
PROTECTED_NAMES_BY_ACCOUNT = 10 //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 = true //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 = false //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 = -1 //How many slots per player for saved ships (-1 for unlimited)
UNIVERSE_DAY_IN_MS = 3600000 //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 = false //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 = 10.0 //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 = 900 //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 = 100 //How fast ships, etc. may go in m/s . Too high values may induce physics tunneling effects
MAX_CLIENTS = 48 //Max number of clients allowed on this server
SUPER_ADMIN_PASSWORD_USE = false //Enable super admin for this server
SUPER_ADMIN_PASSWORD = mypassword //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 = 0.666 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
AI_DESTRUCTION_LOOT_STACK_MULTIPLIER = 0.666 //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 = false //Kick players that spawn modified blueprints
AUTO_BAN_ID_MODIFIED_BLUEPRINT_USE = false //Ban player by name that spawn modified blueprints
AUTO_BAN_IP_MODIFIED_BLUEPRINT_USE = false //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 = false //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 = 1000 //How much blocks have to be invested to create a recipe (min 0)
SHOP_SPAWNING_PROBABILITY = 0.1 //(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 = 500 //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 = 0.1 //Tolerance of modified blueprint trigger (default = 10%)
TURNING_DIMENSION_SCALE = 1.1 //Scaling of tuning speed VS ship dimension (default = 1.1)
DEFAULT_SPAWN_POINT_X_1 = 8.0 //First Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_1 = -6.5 //First Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_1 = 0.0 //First Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_POINT_X_2 = 15.0 //Second Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_2 = -6.5 //Second Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_2 = 8.0 //Second Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_POINT_X_3 = 8.0 //Third Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_3 = -6.5 //Third Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_3 = 15.0 //Third Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_POINT_X_4 = 0.0 //Forth Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_POINT_Y_4 = -6.5 //Forth Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_POINT_Z_4 = 8.0 //Forth Rotating Spawn: Local Pos Z Coordinate
PLAYER_DEATH_CREDIT_PUNISHMENT = 0.1 //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 = false //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 = 30 //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 = true //initial projectile speed depend on relative linear velocity of object fired from
PROJECTILES_VELOCITY_MULTIPLIER = 1.0 //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 = 100000000 //how much credits do shops start with
SHOP_NPC_RECHARGE_CREDITS = 1000000 //how much credits do shops gain about every 10 min
AI_WEAPON_AIMING_ACCURACY = 500 //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 = 225.0 //Planet size mean (normal gaussian distribution) (min 50)
PLANET_SIZE_DEVIATION = 85.0 //Planet size standard deviation. Note: normal gaussian distribution graph scaled horizontally by 1/3 (min 0)
ASTEROID_RADIUS_MAX = 128 //Asteroid max radius in blocks (from -x to +x)
ASTEROID_RESOURCE_SIZE = 3.0 //Average diameter of resource veins in asteroids
ASTEROID_RESOURCE_CHANCE = 0.005 //Chance per block to place a new resource vein (1.0 = 100%)
PLAYER_MAX_BUILD_AREA = 32 //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 = 3600 //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=1,0,1,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 = 76.85.12.203 //this must be a valid hostname (either ip or host, e.g. play.star-made.org)
SERVER_LIST_NAME = A Galaxy on Fire //max length 64 characters
SERVER_LIST_DESCRIPTION = Enhanced Power, Modded Jump/Warp distance, gentlemanly community! Active Admins! CAKE! //max length 128 characters
MISSILE_DEFENSE_FRIENDLY_FIRE = true //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 = 25 //Thead pool size for chunk requests (from disk and generated)
CHUNK_REQUEST_THREAD_POOL_SIZE_CPU = 3 //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 = false //shop buy and sell price change depending on stock (shop prices will always stay the same if true)
SHOP_SELL_BUY_PRICES_UPPER_LIMIT = 1.2 //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 = 0.8 //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_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_WARN = 10000 //warn about objects that activate more than x blocks at once
MAX_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_STOP = 50000 //stop logic of objects that activate more than x blocks at once. They will enter a logic cooldown of 10 seconds to prevent servers from overloading
MAX_COORDINATE_BOOKMARKS = 30 //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 = 10 //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 = false //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 = 25 //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 = true //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 = true //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 = 8 //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 = 6000 //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 =  //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)
DEBUG_EMPTY_CHUNK_WRITES = false //Logs empty chunks (debug only)
ALLOWED_UNPACKED_FILE_UPLOAD_IN_MB = 1024 //how much mb is an uploaded blueprint/skin allowed to have (unzipped)
RESTRICT_BUILDING_SIZE = 2.0 //Restricts Building Size to X times Sector Size (-1 for off) Warning: values set in GameConfig.xml overwrite this
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>
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_131"
Java(TM) SE Runtime Environment (build 1.8.0_131-b11)
Java HotSpot(TM) 64-Bit Server VM (build 25.131-b11, mixed mode)

Event Timeline

Kiithnaras added a comment.EditedApr 29 2017, 7:17 PM

Bug occurred again during a server autosave while attempting to use the pulse/cannon system. Pulse systems on that ship no longer have any effect other than purely visual (no block damage applied). Removing the damage pulse computer and re-slaving it to the modules has no effect, either.

Admin-loading a blueprint clone of the entity also has no effect in resolving the bugged state. In fact, testing with other ships, it appears to be a bug with all pulse-based weapons server-wide; no pulse weapon has had any effect since the initial auto-save based bug.

Kiithnaras renamed this task from Extensive use of Damage Pulse weapons renders all Damage Pulse weapons for that entity ineffective to Extensive use of Damage Pulse weapons renders all Damage Pulse server-wide ineffective.Apr 29 2017, 7:19 PM
lancake added a subscriber: lancake.
lancake claimed this task.

-feedback-

Can't reproduce although I managed to get an exception that broke any weapon.
I tried out with a modified config, 500 pulses per second but even firing that for 30 seconds didn't break anything, doing an auto-save while doing that didn't do anything either.
What you describe, is what handles the explosions dies, and only a server restart would resolve that (till it breaks again).

You'll have to upload your logstarmade.0.log (in Starmade/logs) after it occurs to see what caused it to break. If you're on a server, you'll need the logs from the server too, contact anyone that that has access to its files, we'll need their logstarmade.x.logs too.

Drag and drop the file in the message box to upload it to phabricator.

lancake shifted this object from the S1 Public space to the S3 Starmade space.Jun 7 2017, 1:51 PM
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 Last tested (version) from v0.199.535a to 0.199.535a.
lancake set First occurrence (version) to 0.199.535.
lancake changed the task status from Open to Feedback.
Restricted Application added a project: Waiting on Author. · View Herald TranscriptJun 7 2017, 1:51 PM
Kiithnaras added a comment.EditedJun 7 2017, 3:17 PM

Server Log file:

Client Log file:

Damage Pulse Module (DPM) functions normally until the forced auto-save around line 9381 in the Server file, and 5078 in the Client file. The line immediately prior is me disconnecting the EMP effect computer from the main controller.

I suppose I should also note that I am continuing to fire the DPM through the server auto-save process.

Restricted Application edited projects, added Customer responded; removed Waiting on Author. · View Herald TranscriptJun 7 2017, 3:17 PM
Restricted Application changed the task status from Feedback to Open. · View Herald Transcript
lancake changed the task status from Open to Feedback.Jun 13 2017, 2:17 PM

Interesting, found this:

[2017-06-07 09:59:12] Exception in thread "pool-2-thread-1" 
[2017-06-07 09:59:12] java.lang.ArrayIndexOutOfBoundsException: 10485763
[2017-06-07 09:59:12] 	at org.schema.game.common.data.explosion.ExplosionDataHandler.a(SourceFile:162)
[2017-06-07 09:59:12] 	at obfuscated.adN.run(SourceFile:313)
[2017-06-07 09:59:12] 	at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
[2017-06-07 09:59:12] 	at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
[2017-06-07 09:59:12] 	at java.lang.Thread.run(Unknown Source)

which is about a minute after your force-save started.

Would explain why explosions stop processing but I'm still not able to reproduce even with a ludicrous example that fires and hits 1000 pulses per second.
Could you perhaps upload a blueprint of the ship you've used to reproduce this? And you were using it against asteroids correct?

Restricted Application edited projects, added Waiting on Author; removed Customer responded. · View Herald TranscriptJun 13 2017, 2:17 PM
Kiithnaras added a comment.EditedJun 20 2017, 2:35 PM

Apologies on the delay there

Asteroids are merely a target of convenience. I've had similar issues affecting stations and flying ships as well, and it seems universal to the Explosion handler - "breaking" it on asteroids prevents pulses from functioning on stations and ships alike.


Here's the Vulture-P (police model, nonlethal weapons) with the EMP effect computer un-slaved from its Pulse-Cannon system. At this point, I should also probably note this:

<DamagePulse>
        <BasicValues>
                <Damage>250</Damage>  <!-- Uses the missile damage system, detonation point is <Radius> blocks away from output block -->
                <ReloadMs>10000</ReloadMs>
                <Radius>25</Radius> <!-- Modified from 10, enhances the risk/reward of using damage pulses-->
                <PowerConsumption>500</PowerConsumption> <!-- deviates from 10 power/1damage formula for now, it's hard to use this weapon -->
                <AdditionalPowerConsumptionPerUnitMult>0.0</AdditionalPowerConsumptionPerUnitMult> <!-- Nerf based on amount of groups connected to the same controller: powerConsumption * (1+countGroups*thisValue); 0 tu turn off nerf-->
        </BasicValues>
        <Combination>
                <Cannon>
                        <PulsePower style="nerf" value="5" linear="true"/>                <!-- this is the same as PowerPerHit -->
                        <Reload style="buff" inverse="true" value="5" />
                        <Radius style="skip" />
                        <PowerConsumption style="nerf" value="5" linear="true" />
                </Cannon>
                <Missile>
                        <PulsePower style="nerf" value="10" linear="true"/>             <!-- since the pulse is a localized burst, creating multiples overlapping is pointless, so we simply mimic the cannon slaved effect and increase rate of fire -->
                        <Reload style="buff" inverse="true" value="10" />  <!-- Ideally this variation should drop a single munition that pulses 5 times where it is dropped -->
                        <Radius style="skip" />
                        <PowerConsumption style="nerf" value="10" linear="true" />
                </Missile>
                <Beam>
                        <PulsePower style="buff" value="3" linear="true"/>
                        <Reload style="nerf" inverse="true" value="3" />
                        <Radius style="buff" value="3" />
                        <PowerConsumption style="nerf" inverse="true" value="2.5" linear="true" />
                </Beam>
                <Pulse>
                        <PulsePower style="buff" value="9" linear="true"/>
                        <Reload style="nerf" inverse="true" value="9" />
                        <Radius style="buff" value="9" />
                        <PowerConsumption style="nerf" inverse="true" value="7" linear="true" />
                </Pulse>
        </Combination>
</DamagePulse>

The preceding is a part of the custom block behavior config file. Now, I will state that I do recall this issue happening prior to increasing the base radius from 10 to 25, but I don't know about the damage...that might have been there for a while.

Restricted Application edited projects, added Customer responded; removed Waiting on Author. · View Herald TranscriptJun 20 2017, 2:35 PM
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lancake moved this task from Feedback to Confirmed on the Issue Navigation board.Jun 24 2017, 2:06 PM
lancake changed the task status from Open to In Queue.

Thanks for the useful feedback but unfortunately no luck with reproducing it myself, fired the weapon constantly for more than 5 minutes. Every shot did damage and no exception found in the log files.

Going to put this in queue nonetheless as the logs you've provided may contain enough information to fix this issue. In case you have additional information, please leave a comment here so we can further track it down along the way.

lancake edited Steps to reproduce. (Show Details)Jun 24 2017, 2:07 PM
lancake edited Tester information (Internal use only). (Show Details)
lancake changed Last tested (version) from 0.199.535a to 0.199.617.
lancake edited Tester information (Internal use only). (Show Details)
lancake renamed this task from Extensive use of Damage Pulse weapons renders all Damage Pulse server-wide ineffective to Extensive use of Damage Pulse weapons may cause ArrayIndexOutOfBoundsException .
AndyP moved this task from Backlog / Unclassed to Beta on the CBS: Weapons board.Jul 20 2017, 11:04 PM
AndyP moved this task from Beta to Alpha on the CBS: Weapons board.