Server crashes when building in zone
GeorgeDjentson
Yeah my server was doing same, it was a few plugins glitching and making the server crash, I thought it was because I was trying to carry over old map with new biome trees, wound up taking plugins off and it worked then reloaded everything one at a time, I was up for over 24 hours, the moment I made a zone and someone placed a foundation it crashed. I need this for events lol and my server is so OP if I build something then set zones someone might come along and destroy it before I'm done. I also use it for protected build zones so this is messing me up hard.
Misstake
Plugin Developer
I've been trying to get a reliable way to recreate it, just can't figure this one out. It's not the OnEntityBuilt, OnTriggerEnter or any of those hooks (by simply commenting them out). It seems to be somewhere in the MonoBehaviour implementation but I'm not sure about that either. It crashes whenever you build something which is inside a zone, flags don't matter at all.
biubiu543
ZoneManager this plug-in has a problem, can cause the server to crash, is there an alternative plug-in or solution? I want to keep using ZoneManager,. He's really good.
GeorgeDjentson
In response to Misstake ():
I've been trying to get a reliable way to recreate it, just can't figure this one out. It's not the...
I still have zone manager on the server just no zones, if you want to recreate a crash, load in zone manager, create a zone, open the web console for the server itself and try placing a foundation. every placement streams the same error message then you'll get a Crash! dialogue and get kicked. For me they aren't coming up labeled as anything but hopefully on someones personal dedicated they can get a specified error report. I'm on a host and can't access the crash log.
Misstake
Plugin Developer
In response to GeorgeDjentson ():
I still have zone manager on the server just no zones, if you want to recreate a crash, load in zone...
We don't get a single error in our logs, even checked unity logs, nothing, server just hangs. What's the error you're getting? Cause I read a few around here and there, but simply knowing what functions actually causes it would be a huge help. Since the crashes are also quite random it's proving quite hard to track the exact cause of the error down
GeorgeDjentson
In response to Misstake ():
We don't get a single error in our logs, even checked unity logs, nothing, server just hangs. What's...
my console kept closing but I managed to get the stack trace

========== OUTPUTTING STACK TRACE ==================
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFB27F02104)
0x00007FFB27F02104 (UnityPlayer) (function-name not available)
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFB27F01D96)
0x00007FFB27F01D96 (UnityPlayer) (function-name not available)
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFB27ED3B86)
0x00007FFB27ED3B86 (UnityPlayer) (function-name not available)
0x00007FFB2837FD57 (UnityPlayer) UnityMain
0x00007FFB2837FDF9 (UnityPlayer) UnityMain
0x00007FFB28381D7F (UnityPlayer) UnityMain
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFB2815B855)
0x00007FFB2815B855 (UnityPlayer) (function-name not available)
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFB2815A19A)
0x00007FFB2815A19A (UnityPlayer) (function-name not available)
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FFB2815EA4C)
0x00007FFB2815EA4C (UnityPlayer) (function-name not available)
0x00007FFB28162D3B (UnityPlayer) UnityMain
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF79A8111FA)
0x00007FF79A8111FA (RustDedicated) (function-name not available)
0x00007FFB5BC316AD (KERNEL32) BaseThreadInitThunk
0x00007FFB5E3C4629 (ntdll) RtlUserThreadStart
========== END OF STACKTRACE ===========

I unfortunately did not get the errors while building the first go around, it wasn't until I used /remove all on the structure then started building a new one in the zone. Flags set to undestructable, no build, no craft, no deploy (typical pvp event setup missing some minor flags)
Tatra813
Any update in sight ?   I have had to disable ZoneManager entity kill, placement etc kills my server :-(
Wulf
uMod Admin
In response to Tatra813 ():
Any update in sight ?   I have had to disable ZoneManager entity kill, placement etc kills my server...
Have you updated Rust and Oxide to the latest? There have been numerous Rust updates over the past week.
Snivel
I believe it still crashes. I been unloading it when I build in zone. I do all the updates instantly and it crashed when I forgot to unload it a few hours ago. This time I was connecting wires to lights. 
Sometimes I can get away with building a few things w/o unloading it, but anything major and it still crashes.
I'm fine with just unloading it for now.
Misstake
Plugin Developer
In response to Snivel ():
I believe it still crashes. I been unloading it when I build in zone. I do all the updates instantly...
Alright, that's really odd, I've been spam building foundations, walls, etc with multiple inventories of stone and couldn't get the server to crash at all anymore (in a zone with or without nobuild)
GeorgeDjentson
My server is working with zone manager but oddest thing, all my scientists are gone, they don't spawn on the cargo ship either and neither does the pt boat on the back
krazy
Original Poster
In response to Misstake ():
Alright, that's really odd, I've been spam building foundations, walls, etc with multiple inventorie...
I have no problems either. 
Snivel
In response to Misstake ():
Alright, that's really odd, I've been spam building foundations, walls, etc with multiple inventorie...
Well the other day the server crashed after I already removed the plugin which leads me to believe there's another plugin causing issues, but rarely.

Which makes me wonder, do I still need to be using the old school buildingowners.cs anymore?
There are a few plugins that I used in oxide days that didn't go to umod.
Also in the days of the notifier.cs plugin, the functions got broken up into multiple plugins, which I do, but what about deathnotes.cs? Should I be using deathmessages.cs instead?

I know this is a little off topic, but not really if not cleaning up all the obsolete plugins could be causing issues.
Misstake
Plugin Developer
In response to Snivel ():
Well the other day the server crashed after I already removed the plugin which leads me to believe t...
Personally I think the random crashes were due to Rust itself, something was going on underneath the hood which caused the crashes in ZoneManager. ZoneManager just replicated the exact situation causing the crash somehow (I went through the plugin function per function, stripping things out, adding things, etc and nothing changed a thing) so I think that one crash is fixed now since the update.
So then it might be a plugin you're running on your server causing the crashes (the crashes I was having weren't crashes, they were deadlock like, so server just frooze indefinitely without a stack trace or error message)

Merged post

Maybe try to remove some plugins you think might be causing it or try to replicate the exact error (if there are any error messages maybe post them here should give enough information but shouldn't crash the complete server though)
Even if it is a plugin it probably still is something which should be fixed, since plugins shouldn't be able to crash the server. Things I can think of is plugins implementing MonoBehaviours or directly calling things like Unity UI instead of CUI. (ZoneManager also used MonoBehaviours directly) but that's just an assumption really.
Snivel
In response to Misstake ():
Personally I think the random crashes were due to Rust itself, something was going on underneath the...
I just built lightly for over 5 hours without any crashes with all plugins loaded, so something is better for sure.

Couldn't do that before the rust update, so yea, I think it's fixed.