Earth-low-six

earth-low-six
may-november-beryllium
nine-wyoming-foxtrot

Client

Using canary? yes / no (me yes and other no)
Windows version: 10

Server

Operating system: Windows
Artifact version: latest 1088
IP address: gtaliferp.fr:30160
Resources: 23
System specifications://

Incident

Summary:
Three different crash’s names at the same time and recurrent.

Steps to reproduce:
/
Server/Client?
Client
.dmp files/report IDs:
Big dump of earth-low-six
https://anonfile.com/N1N1z0v0b3/c8b98e1e-ab2f-49e0-a3f0-477093b85638-full_rar

Dump of earth-low-six
https://cdn.discordapp.com/attachments/525075341341884426/550760324081647617/38d04f34-1ab6-4222-b31b-6d1445cbdabf.dmp

Status Lead to massive crashes for all players in the area :frowning:

Update:
We got this crash today, situation:
~30 players were in the same area doing “emote” -> TaskPlayAnim with also a lot of vehicles in the area tested and not the cause

They all crashed at the same time.
Some people got earth-low-six, some the INIT_SESSION CNetwork error (c0000005 at 0x141275e1e) and others noticed above.

CfxCrashDump_2019_03_21_21_47_19 (1).zip (928.6 KB) if citizenlogs are needed
btw some players in the area survive from the massive crashes

Big dump of an “unnamed crash” in the flow of earth-low-six crashes:
https://anonfile.com/11s8o7T0m8/fa219734-afcc-41aa-8556-80b91dc3c044-full_rar
same environnement, this time 30-40 players close

earth-low-six: reference (in CVehiclePopulation::TryToGenerateOneRandomVeh) to a non-loaded .#nd file. Are you loading any custom path nodes?

Oddly, 100% 1s prevalence. Might be related to array handlers/something.

A sample size of one doesn’t mean much.

Weird value in r14, this should be CPathFind, but is instead something entirely random.

Very much unrelated crash.

If this is a CNetGamePlayer…

… then it’s a stack overrun somewhere between the start of the function where the r14 stash gets overwritten by a player. Fun!

_?NetworkTurnToCreateVehicleAtPos (0x140F4FF50) looks risky. It calls some ‘get players within range’ function (with 4 callers, some of which a slight bit too complex to just tweak the stack frame), if players bunch up within this range and there’s more than 32 of them, well, :boom:

Hello, I’m not loading any custom path nodes.
One thing that players may use is _ADD_SPEED_ZONE_FOR_COORD but I guess this is slightly unrelated

Oh, this also shows a potential cause for duplicate car spawns: even though we now have gamer handles, we don’t have a deterministic sorting order for the player list. Fun for the whole family, indeed!

1 Like

Thanks for the fix, gonna check it once pushed to the prod version :slight_smile:

fixed (apparently)

not fixed (apparently)