Better debugging for freezing
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@@ -3,12 +3,14 @@ using Sandbox.Engine.Utils;
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using Sandbox.Game;
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using Sandbox.Game.World;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Globalization;
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using System.IO;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Security.Principal;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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using Microsoft.Xml.Serialization.GeneratedAssembly;
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@@ -194,16 +196,62 @@ namespace Torch.Server
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((TorchServer)state).Invoke(() => mre.Set());
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if (!mre.WaitOne(TimeSpan.FromSeconds(Instance.Config.TickTimeout)))
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{
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var mainThread = MySandboxGame.Static.UpdateThread;
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if (mainThread.IsAlive)
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mainThread.Suspend();
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var stackTrace = new StackTrace(mainThread, true);
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throw new TimeoutException($"Server watchdog detected that the server was frozen for at least {((TorchServer)state).Config.TickTimeout} seconds.\n{stackTrace}");
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Log.Error(DumpFrozenThread(MySandboxGame.Static.UpdateThread));
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throw new TimeoutException($"Server watchdog detected that the server was frozen for at least {((TorchServer)state).Config.TickTimeout} seconds.");
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}
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Log.Debug("Server watchdog responded");
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}
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private static string DumpFrozenThread(Thread thread, int traces = 3, int pause = 5000)
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{
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var stacks = new List<string>(traces);
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var totalSize = 0;
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for (var i = 0; i < traces; i++)
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{
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string dump = DumpStack(thread).ToString();
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totalSize += dump.Length;
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stacks.Add(dump);
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Thread.Sleep(pause);
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}
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string commonPrefix = StringUtils.CommonSuffix(stacks);
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// Advance prefix to include the line terminator.
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commonPrefix = commonPrefix.Substring(commonPrefix.IndexOf('\n') + 1);
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var result = new StringBuilder(totalSize - (stacks.Count - 1) * commonPrefix.Length);
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result.AppendLine($"Frozen thread dump {thread.Name}");
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result.AppendLine("Common prefix:").AppendLine(commonPrefix);
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for (var i = 0; i < stacks.Count; i++)
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if (stacks[i].Length > commonPrefix.Length)
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{
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result.AppendLine($"Suffix {i}");
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result.AppendLine(stacks[i].Substring(0, stacks[i].Length - commonPrefix.Length));
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}
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return result.ToString();
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}
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private static StackTrace DumpStack(Thread thread)
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{
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try
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{
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thread.Suspend();
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}
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catch
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{
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// ignored
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}
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var stack = new StackTrace(thread, true);
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try
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{
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thread.Resume();
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}
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catch
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{
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// ignored
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}
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return stack;
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}
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/// <inheritdoc />
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public override void Stop()
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{
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@@ -253,28 +301,32 @@ namespace Torch.Server
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/// <param name="callerId">Caller of the save operation</param>
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private void SaveCompleted(SaveGameStatus statusCode, long callerId = 0)
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{
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string response = null;
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switch (statusCode)
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{
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case SaveGameStatus.Success:
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Log.Info("Save completed.");
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// TODO
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// Multiplayer.SendMessage("Saved game.", playerId: callerId);
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response = "Saved game.";
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break;
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case SaveGameStatus.SaveInProgress:
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Log.Error("Save failed, a save is already in progress.");
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// Multiplayer.SendMessage("Save failed, a save is already in progress.", playerId: callerId, font: MyFontEnum.Red);
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response = "Save failed, a save is already in progress.";
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break;
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case SaveGameStatus.GameNotReady:
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Log.Error("Save failed, game was not ready.");
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// Multiplayer.SendMessage("Save failed, game was not ready.", playerId: callerId, font: MyFontEnum.Red);
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response = "Save failed, game was not ready.";
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break;
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case SaveGameStatus.TimedOut:
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Log.Error("Save failed, save timed out.");
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// Multiplayer.SendMessage("Save failed, save timed out.", playerId: callerId, font: MyFontEnum.Red);
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response = "Save failed, save timed out.";
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break;
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default:
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break;
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}
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if (MySession.Static.Players.TryGetPlayerId(callerId, out MyPlayer.PlayerId result))
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{
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Managers.GetManager<IChatManagerServer>()?.SendMessageAsOther("Server", response, statusCode == SaveGameStatus.Success ? MyFontEnum.Green : MyFontEnum.Red, result.SteamId);
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}
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}
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}
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}
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