Environment:
Host: Windows Server 2019 (tested on two separate bare metals)
FXServer Artifact Version: Lasted Build (5473) and Lasted Recommended Build (5402)
Using txAdmin: Yes
Mumble-Server: Integrated (FXServer)
use_fxv2: Tested both on and off
lua54: yes
Description:
We switched to Mumble-Voice today and on our test environment with max. ~20-30 players connected everything went fine before deploying to our live environment. On our live servers however the servers are crashing at around ~180 connected players printing:
=================================================================
Native Crash Reporting
=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================
=================================================================
Managed Stacktrace:
=================================================================
=================================================================
in the server console.
Additional info:
The full server dump shows a call stack that is related to the server-side player mute functionallity of mumble:
Name | Lang | |
---|---|---|
VCRUNTIME140.dll!strstr(const char * str1, const char * str2) Line 226 | C | |
[Inline Frame] voip-server-mumble.dll!strstr(char * const) Line 520 | C++ | |
voip-server-mumble.dll!Client_set_player_muted(int serverId, bool muted) Line 136 | C++ | |
[Inline Frame] citizen-scripting-core.dll!std::_Func_class<void,fx::ScriptContext &>::operator()(fx::ScriptContext &) Line 968 | C++ | |
citizen-scripting-core.dll!fx::TestScriptHost::InvokeNative(fxNativeContext & context) Line 325 | C++ | |
citizen-scripting-lua54.dll!__Lua_InvokeNative<0>(lua_State * L) Line 636 | C++ |
throwing exception:
Unhandled exception thrown: read access violation.
**str1** was nullptr.
We utilize the ‘MUMBLE_SET_PLAYER_MUTED’ native to allow players to mute themself via inGame hotkeys and to mute players when they are dead, sadly there are no reproduction steps I can provide here as we can’t trigger this on our test env. with ~20-30 players or can somehow trigger this on a certain timing deployed live. Tested on 2 separate Windows Servers with different artifacts, same crash everytime.
Server-side code used to invoke native:
RegisterNetEvent('voice_*****:muteMe', function(mute)
MumbleSetPlayerMuted(source, mute)
end)
Full Dump
Full dump is too large to upload on here.
Link → 6.12 GB file on MEGA