Game Locking and Segfaulting
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When doing multiplayer, the game will eventually lock up and a crash window will pop up behind it, for everyone.
The window shows a segfault, but said segfault doesn't show up in the logs.
game_16701471.log.I didn't know LUA could segfault but maybe I'm misreading it.
An interesting bit in the ice-adapter.log right around when we all crashed:
2022-04-02 21:19:22.103 ERROR Error while communicating with FA (input), assuming shutdown (c.f.iceadapter.gpgnet.GPGNetServer:160) java.net.SocketException: Connection reset at java.base/sun.nio.ch.NioSocketImpl.implRead(NioSocketImpl.java:323) at java.base/sun.nio.ch.NioSocketImpl.read(NioSocketImpl.java:350) at java.base/sun.nio.ch.NioSocketImpl$1.read(NioSocketImpl.java:803) at java.base/java.net.Socket$SocketInputStream.read(Socket.java:981) at java.base/java.io.BufferedInputStream.fill(BufferedInputStream.java:244) at java.base/java.io.BufferedInputStream.read(BufferedInputStream.java:263) at com.google.common.io.LittleEndianDataInputStream.readAndCheckByte(LittleEndianDataInputStream.java:223) at com.google.common.io.LittleEndianDataInputStream.readInt(LittleEndianDataInputStream.java:116) at com.faforever.iceadapter.gpgnet.FaDataInputStream.readInt(FaDataInputStream.java:56) at com.faforever.iceadapter.gpgnet.FaDataInputStream.readString(FaDataInputStream.java:65) at com.faforever.iceadapter.gpgnet.GPGNetServer$GPGNetClient.listenerThread(GPGNetServer.java:150) at java.base/java.lang.Thread.run(Thread.java:832) -
The same when you do not play with all those mods?
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We've been dropping mods left and right. We'll try some vanilla runs when we can. In the interim, what can I do to track down the source of this?
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