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Torch server crashed with this log
I disable welder in order to check if it happens again
20:07:02.6617 [ERROR] Torch: Frozen thread dump Main thread Common prefix: at System.Threading.WaitHandle.InternalWaitOne(SafeHandle waitableSafeHandle, Int64 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext) at System.Threading.WaitHandle.WaitOne(TimeSpan timeout, Boolean exitContext) at System.Windows.Threading.DispatcherOperation.DispatcherOperationEvent.WaitOne() at System.Windows.Threading.DispatcherOperation.Wait(TimeSpan timeout) at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherOperation operation, CancellationToken cancellationToken, TimeSpan timeout) at System.Windows.Threading.Dispatcher.Invoke(Action callback, DispatcherPriority priority, CancellationToken cancellationToken, TimeSpan timeout) at System.Windows.Threading.Dispatcher.Invoke(Action callback) at DePatch.ShipTools.ShipWelderPatch.Activate(MyShipWelder __instance, HashSet1 targets, Boolean& __result) in d:\SOURCE-CODE\AAA-DePatch-1.18\SOURCE-BUILD\DePatch\ShipTools\ShipWelderPatch.cs:line 80
at Patched_SpaceEngineers.Game.Entities.Blocks.MyShipWelderActivate_0(Object , HashSet`1 )
at Sandbox.Game.Weapons.MyShipToolBase.ActivateCommon()
at Patched_Sandbox.Game.Weapons.MyShipToolBaseUpdateAfterSimulation10_0(Object )
at Patched_Sandbox.Game.Entities.MyParallelEntityUpdateOrchestratorUpdateAfterSimulation10_0(Object )
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Patched_Sandbox.Game.World.MySessionUpdateComponents_0(Object )
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_0(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
at Patched_Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0b__0_0(Object )
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 326
at Torch.VRageGame.Run() in C:\ProgramData\Jenkins.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 126
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
20:07:02.6617 [FATAL] Initializer: System.TimeoutException: Server watchdog detected that the server was frozen for at least 60 seconds.
at Torch.Server.TorchServer.CheckServerResponding(Object state) in C:\ProgramData\Jenkins.jenkins\workspace\Torch_master\Torch.Server\TorchServer.cs:line 301
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.TimerQueueTimer.CallCallback()
at System.Threading.TimerQueueTimer.Fire()
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
System.TimeoutException: Server watchdog detected that the server was frozen for at least 60 seconds.
at Torch.Server.TorchServer.CheckServerResponding(Object state) in C:\ProgramData\Jenkins.jenkins\workspace\Torch_master\Torch.Server\TorchServer.cs:line 301
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.TimerQueueTimer.CallCallback()
at System.Threading.TimerQueueTimer.Fire()
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()`
The text was updated successfully, but these errors were encountered:
Torch server crashed with this log
I disable welder in order to check if it happens again
20:07:02.6617 [ERROR] Torch: Frozen thread dump Main thread Common prefix: at System.Threading.WaitHandle.InternalWaitOne(SafeHandle waitableSafeHandle, Int64 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext) at System.Threading.WaitHandle.WaitOne(TimeSpan timeout, Boolean exitContext) at System.Windows.Threading.DispatcherOperation.DispatcherOperationEvent.WaitOne() at System.Windows.Threading.DispatcherOperation.Wait(TimeSpan timeout) at System.Windows.Threading.Dispatcher.InvokeImpl(DispatcherOperation operation, CancellationToken cancellationToken, TimeSpan timeout) at System.Windows.Threading.Dispatcher.Invoke(Action callback, DispatcherPriority priority, CancellationToken cancellationToken, TimeSpan timeout) at System.Windows.Threading.Dispatcher.Invoke(Action callback) at DePatch.ShipTools.ShipWelderPatch.Activate(MyShipWelder __instance, HashSet
1 targets, Boolean& __result) in d:\SOURCE-CODE\AAA-DePatch-1.18\SOURCE-BUILD\DePatch\ShipTools\ShipWelderPatch.cs:line 80at Patched_SpaceEngineers.Game.Entities.Blocks.MyShipWelderActivate_0(Object , HashSet`1 )
at Sandbox.Game.Weapons.MyShipToolBase.ActivateCommon()
at Patched_Sandbox.Game.Weapons.MyShipToolBaseUpdateAfterSimulation10_0(Object )
at Patched_Sandbox.Game.Entities.MyParallelEntityUpdateOrchestratorUpdateAfterSimulation10_0(Object )
at Sandbox.Game.Entities.MyParallelEntityUpdateOrchestrator.DispatchAfterSimulation()
at Sandbox.Game.Entities.MyEntities.UpdateAfterSimulation()
at Sandbox.Game.World.MySector.UpdateAfterSimulation()
at Patched_Sandbox.Game.World.MySessionUpdateComponents_0(Object )
at Patched_Sandbox.Game.World.MySessionUpdate_0(Object , MyTimeSpan )
at Sandbox.MySandboxGame.Update()
at Patched_Sandbox.Engine.Platform.GameUpdateInternal_0(Object )
at Patched_Sandbox.Engine.Platform.GameRunSingleFrame_0(Object )
at Patched_Sandbox.Engine.Platform.FixedLoop+<>c__DisplayClass11_0b__0_0(Object )
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at Torch.VRageGame.DoStart() in C:\ProgramData\Jenkins.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 326
at Torch.VRageGame.Run() in C:\ProgramData\Jenkins.jenkins\workspace\Torch_master\Torch\VRageGame.cs:line 126
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Suffix 0
at System.Threading.WaitHandle.WaitOneNative(SafeHandle waitableSafeHandle, UInt32 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)
Suffix 1
at System.Threading.WaitHandle.WaitOneNative(SafeHandle waitableSafeHandle, UInt32 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)
Suffix 2
at System.Threading.WaitHandle.WaitOneNative(SafeHandle waitableSafeHandle, UInt32 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)
20:07:02.6617 [FATAL] Initializer: System.TimeoutException: Server watchdog detected that the server was frozen for at least 60 seconds.
at Torch.Server.TorchServer.CheckServerResponding(Object state) in C:\ProgramData\Jenkins.jenkins\workspace\Torch_master\Torch.Server\TorchServer.cs:line 301
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.TimerQueueTimer.CallCallback()
at System.Threading.TimerQueueTimer.Fire()
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
System.TimeoutException: Server watchdog detected that the server was frozen for at least 60 seconds.
at Torch.Server.TorchServer.CheckServerResponding(Object state) in C:\ProgramData\Jenkins.jenkins\workspace\Torch_master\Torch.Server\TorchServer.cs:line 301
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.TimerQueueTimer.CallCallback()
at System.Threading.TimerQueueTimer.Fire()
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()`
The text was updated successfully, but these errors were encountered: