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Crash at HyperCoop custom maps server

 
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sun Feb 19, 2006 2:10 am    Post subject: Crash at HyperCoop custom maps server Reply with quote

It seems that a SoulSeeker monster or the way JCoopZ handled this creature caused a crash:

Quote:

[...]
JCoopZ: All inventory from Dronza_of_Borg is accepted
JCoopZ: LOGIN COMPLETE: Dronza_of_Borg -- IP Address: *******
JCoopZ: PostLogin(): Score entry added: 0 Dronza_of_Borg
JCoopZ: Current Score Table contents:
JCoopZ: 0: Dronza_of_Borg
DevNet: Join succeeded: Dronza_of_Borg
Nephthys: 2006/02/19 01:10:16: In: 82.36.232.65:2332: Dronza_of_Borg Azure_of_Borg Dronza_of_Borg
JCoopZ: ** Player: Dronza_of_Borg -- LocalID: ******* -- PlayerUID: ********
JCoopZ: Client corrections applied to: Dronza_of_Borg
JCoopZ: found a Pawn with an invalid velocity. Setting pawn illhaven_3.SoulSeeker0 to walking physics.
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::findRandomDest
Critical: AActor::ProcessState
Critical: Object SoulSeeker illhaven_3.SoulSeeker1, Old State State UnrealShare.ScriptedPawn.Roaming, New State State UnrealShare.ScriptedPawn.Roaming
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 02/19/06 01:10:29

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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sun Feb 19, 2006 5:34 am    Post subject: Reply with quote

The "APawn::TraverseFrom , APawn::findRandomDest" piece is a sign of a bug in the native FindRandomDest() function which almost all pawns (except playerpawn) use. It is documented that this function has a crash problem that needs to be fixed (check UT patch changelogs), and is usually happens most often in maps with BSP errors (svalley).

This looks like JCoopZ might have triggered it by setting it to walking physics but I'm not entirely sure it wouldn't have happened if the physics wasn't changed. Either way when invalid velocity or location is detected on a pawn something went wrong with it that needed correction to help keep the server stable.

I will probably study how the SoulSeeker moves, and also see if I should destroy pawns with invalid velocity immediatly instead.


-Zombie
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GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)


Last edited by Zombie on Sun Feb 19, 2006 7:48 am; edited 1 time in total
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Sun Feb 19, 2006 6:14 am    Post subject: Reply with quote

I'm not convinced JCoopZ triggered it so far. SoulSeeker must of moved into a BSP hole on the map and then entered Roaming state after JCoopZ attempted a pawn correction. The Roaming state would have called FindRandomDest(). Unless it happens again exactly like in this log then I don't think it is necessary to make any JCoopZ changes.


-Zombie
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GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sun Feb 19, 2006 11:44 am    Post subject: Reply with quote

The SoulSeeker is one of Boodaflows weird creations, a translucent bloblet that bounces around and sends out deadly beams. You hardly see it in maps, but sometimes you can find one hidden in a barrel.
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