NOTE: Attached a .log to the private info supplied on this thread, crash does not happen in Studio so no crash DMP.
Using the new “LuaHeap” option to check for potential memory leaks or memory overheads that can be found on the server-side within our game causes the server to instantly crash and stop responding to all players, happens only in live games and works in Roblox Studio. For some reason we can only reproduce it on our experience and tested a few others but no crashes. Crash happens 100% of the time in our experience: Peroxide, tested on a base-plate version of the experience place ID: 10920370472.
Video of reproducing the crash: Roblox VR 2024.01.18 - 07.02.50.06 (After the video it disconnects for connection lost, nothing special in F9 on client or server)
Expected behavior
Servers shouldn’t crash from attempting to get a server-side LuaHeap memory analysis. (Probably happens because the amount of data needing to be sent to the client is too much from the amount of references and etc within our game…)
There will be an improvement coming next week, but if that doesn’t help we will consider disabling live RCC memory snapshot feature (we got multiple reports about it crashing RCCs) and leave it only for Roblox Studio.
I can attest to this issue as well. Would love to get this fixed. It works in new servers where nobody but myself is in it, but this feature is most useful after a long uptime, and what good is it if it just crashes at that time?
Honestly, it would be best if it was enabled for live games where we can check the LuauHeap after long hours of server uptime since that’s where we find leaks the most.
@Camstcha@bluebxrrybot@NotRapidV we have released an improvement to the capture process that should greatly reduce the time it takes.
Can you please test it again to see if it has improved?
I recommend testing an empty or fresh private test server first - the improvement is only live for 1 hour atm (since Jan 24 11:10 PST) and older servers are not able to get it.
Using a private test server will also avoid the negative effects on the players in the experience.
In case you still see a disconnect, we have another improvement coming next week, but it will really help us to know if the current improvement is on the right track or not.
Crashing appears to be gone, it only increases ping by about 200 to 250 ms now which is fine and way better than before, thanks for the quick resolution, will look forward to next week’s improvement as well. Results also only take about a second too now.