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HyperCoop: Crashlog thread

 
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Hyper



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

PostPosted: Thu Jul 27, 2006 8:46 pm    Post subject: HyperCoop: Crashlog thread Reply with quote

Update:
This thread I reserve for posting general crash logs of the HyperCoop server. THis is for later reference and tech support in solving these issues can be posting here as well.


The server crashed with this unknown error log:

Code:

DevNet: Sending 'THlamer.u'
Nephthys: 2006/07/27 19:25:11: Down 84.24.101.180:3872 'Marco0551': 'THlamer.u' (23350 Bytes, 22.8 KBytes)
Nephthys: 2006/07/27 19:25:12: Done 84.24.101.180:3872 'Marco0551', 0 Bytes (0.00 %) at 0.00 KB/s
Nephthys: 2006/07/27 19:25:13: Closing connection 84.24.101.180:3872 of player 'Marco0551'
NetComeGo: Close NephthysConnection1511 07/27/06 19:25:13
ScriptWarning: BruteProjectile nyleve.BruteProjectile4 (Function UnrealShare.BruteProjectile.Flying.BlowUp:0017) Accessed None
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor jzFemaleOne0)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UNephthysDrv::NephthysTickDispatch
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
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, 07/27/06 19:28:03


I will not yet restart the server because I expect a few updates soon.
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Last edited by Hyper on Sun Sep 24, 2006 8:26 pm; edited 1 time in total
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Thu Jul 27, 2006 11:08 pm    Post subject: Reply with quote

Vague crash log. All I can say is save the log file for a future reference in case it could be useful to look back on it.


-Zombie
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Mutator: DZMapM - 2.34 (12/15/11)
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Hyper



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

PostPosted: Wed Aug 02, 2006 9:57 pm    Post subject: Reply with quote

Weird crash again, other crash this time, now at the CM server.

I already sent the log to Zora, but it might not be related to Nephthys at all.

Code:

DevNet: Join request: :5555/star861?Name=Player?Class=UPak.UPakMaleOne?Skin=Male1Skins.Kurgan?Team=255?Face=#start
Warning: Failed to load 'UPak': Can't find file for package 'UPak'
Warning: Failed to load 'Class UPak.UPakMaleOne': Can't find file for package 'UPak'
Warning: Can't find file for package 'UPak'
JCoopZ: Team 255
JCoopZ: Login: Player
JCoopZ: Incoming Player named Player desired UPakMaleOne and got jzMaleOne
JCoopZ: Logging in to Star 861
Log: Possessed PlayerPawn: jzMaleOne star861.jzMaleOne0
JCoopZ: All inventory from Player2 is accepted
JCoopZ: LOGIN COMPLETE: Player2 -- IP Address: 68.12.197.87
JCoopZ: PostLogin(): Score entry added: 1 Player2
JCoopZ: Current Score Table contents:
JCoopZ:     0: ByteMe
JCoopZ:     1: Player2
DevNet: Join succeeded: Player2
Nephthys: 2006/08/02 08:20:56: In: 68.12.197.87:3777: Player  Player
JCoopZ: ** Player: Player2 -- LocalID: -652598240 -- PlayerUID: 1139202015
JCoopZ: Client corrections applied to: Player2
ChatLog: Player2: ok how do you get across?
ChatLog: Player2: without dying
ChatLog: ByteMe: belf and verst up here
ChatLog: ByteMe: stay till 2000
ChatLog: ByteMe: come back
ChatLog: ByteMe: NOOOOOOO
ChatLog: ByteMe: come to me
ChatLog: Player2: now what
ChatLog: ByteMe: that keeps you alive on the ship
ChatLog: Player2: oh that would help
DevNet: NotifyAcceptingConnection: Server MyLevel accept
NetComeGo: Open MyLevel 08/02/06 08:24:18
Nephthys: 2006/08/02 08:24:18: New 87.0.235.59:2984:  []Spider-man[]
DevNet: NotifyAcceptingChannel Control 0 server Level star861.MyLevel: Accepted
DevNet: Level server received: HELLO REVISION=0 MINVER=224 VER=226
Nephthys: 2006/08/02 08:24:18: Closing connection 87.0.235.59:2983 of player '[]Spider-man[]', uploaded 826794 Bytes (18.82 %) at 3.88 KB/s
NetComeGo: Close NephthysConnection325 08/02/06 08:24:18
DevNet: Level server received: NETSPEED 2600
Log: Client netspeed is 2600
DevNet: Level server received: LOGIN RESPONSE=331764002 URL=:5555/Index.unr?Name=[]Spider-man[]?Class=UPak.UPakMaleThree?Skin=Male3Skins.Dante?Team=255?Face=
DevNet: Login request: :5555/Index.unr?Name=[]Spider-man[]?Class=UPak.UPakMaleThree?Skin=Male3Skins.Dante?Team=255?Face=
JCoopZ: -- Prelogin attempt by player []Spider-man[] -- POSSIBLE IPAddress: 87.0.235.59
ScriptLog: ** TIME LEVEL: 214
Nephthys: 2006/08/


Certainly no normal crash end.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Wed Aug 02, 2006 11:54 pm    Post subject: Reply with quote

This was a hang right?

Do you still have any pawns that spawn which are subclasses of flockpawn? I beleive RogueSlime, QueenBlob, and Bee (Swarm) are flockpawns. Since flockpawn subclasses weren't suited well for attacking players there might be some bad things happening with them. Plus, it's also possible JCoopZ's bug prevention code isn't working on some modified flockpawn because they don't inherit the same scriptedpawn code which it was proven to work on.

My suggestion is to temporarily remove those flockpawn subclassed pawns. Keep the change for about 2 weeks which I think is long enough to give any possible hang/crash probability a chance crop up. If it still happens, follow my old suggestion of temporarily replacing the DZMapM beta with the old v2.01 public release for 2 weeks to see if the hang/crash STILL crops back up. If it does again after that last change it must be anything else that's new (since Mid June-to-July) or perhaps the fact that you run an extra server adding more to cause unusual memory/page/cpu utilization.


-Zombie
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Mutator: DZMapM - 2.34 (12/15/11)
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Hyper



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

PostPosted: Fri Aug 04, 2006 1:43 am    Post subject: Reply with quote

Zombie wrote:
This was a hang right?


No, this was a crash. Weird uh, I never had a crash log like this.

Quote:

Do you still have any pawns that spawn which are subclasses of flockpawn? I beleive RogueSlime, QueenBlob, and Bee (Swarm) are flockpawns.


I don't spawn them with the monster spawner, but I do replace the Biterfish Schools with BabyDevilSchools (A flockpawn of tiny devilfishes) and NaliRabbits with RogueSlimes (A single slime flockpawn) I don't have other new flockpawns.

Quote:
Since flockpawn subclasses weren't suited well for attacking players there might be some bad things happening with them. Plus, it's also possible JCoopZ's bug prevention code isn't working on some modified flockpawn because they don't inherit the same scriptedpawn code which it was proven to work on.

My suggestion is to temporarily remove those flockpawn subclassed pawns. Keep the change for about 2 weeks which I think is long enough to give any possible hang/crash probability a chance crop up. If it still happens, follow my old suggestion of temporarily replacing the DZMapM beta with the old v2.01 public release for 2 weeks to see if the hang/crash STILL crops back up. If it does again after that last change it must be anything else that's new (since Mid June-to-July) or perhaps the fact that you run an extra server adding more to cause unusual memory/page/cpu utilization.


-Zombie


Now I said that they were not spawned but replaced and the server not frozen but crashed, what is your advice regarding those monsters or the crash altogether?
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Hyper



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

PostPosted: Mon Aug 07, 2006 1:59 am    Post subject: Reply with quote

Custom map server crash:

Code:
DevNet: Join request: :5555/cryox?Name=Teufel?Class=UnrealShare.MaleThree?Skin=Male3Skins.Dante?Team=3?peer#cryoxentry
JCoopZ: Team 3
JCoopZ: Login: Teufel
JCoopZ: Incoming Player named Teufel desired MaleThree and got jzMaleThree
Warning: Failed to load 'Texture Male3skins.T_Gold': Failed to find object 'Texture Male3skins.T_Gold'
JCoopZ: Logging in to Cryox Ship
Log: Possessed PlayerPawn: jzMaleThree cryox.jzMaleThree0
Log: Incoming travelling actor of class jCoopZ1.jzMaleThree
Log: Incoming travelling actor of class Aura4.IceAge
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class Aura.LCannon1
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class UnrealShare.ShellBox
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class AKcoop2.karimea
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class Aura.SoulC
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class Aura1.ShockField
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class AuraBeltNL.BarrierBelt
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class Aura3.Tran
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class Aura2.Shrapnel
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class Aura.AuraStinger
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class UnrealI.RazorAmmo
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class AKcoop2.skaarjrazor
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class Aura3.LuckShot
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class Aura.BlizzardBastard
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class AuraGame1.WindHand
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class Aura.ThunderClapper
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class AuraX.XBuster
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class AuraGame1.FireHand
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class Aura3.Guide
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class Aura1.sp
Log: SpawnPlayActor: Spawned travelling actor
Log: Incoming travelling actor of class Aura2.Damp
Log: SpawnPlayActor: Spawned travelli

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Hyper



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

PostPosted: Mon Aug 07, 2006 2:00 am    Post subject: Reply with quote

Custom map server:
Code:
Log: Loading: Package DZMapM
DZMapM: =======================================================================
DZMapM: DZ Map Mutator v2.05 copyright 2003-2006 By -Zombie (Of DZ) unrzombie@yahoo.com
DZMapM: DZ Map Mutator Now Running...
DZMapM: =======================================================================
DZMapM: MonsterSpawner Notice: Map < klingon-15.unr > is not PathNoded -- MonsterSpawner stopped
JCoopZ: Add mutator WMutate2.PawnReplacer
Log: Loading: Package WMutate2
PawnReplacer: ***************************************************************************
PawnReplacer: WMutator - Pawn Replacer activated and invoked
PawnReplacer: version 1.0 by (:~WïÑGéÐ_ÜñîçøRÑ~:)
PawnReplacer: ***************************************************************************
JCoopZ: Add mutator FactoryFix.FactoryFix
Log: Loading: Package FactoryFix
JCoopZ: Add mutator bfix.bfix
Log: Loading: Package bfix
JCoopZ: Add mutator MarineHUDJCZ.MHUDMutator
JCoopZ: thisMap: klingon-15
Log: Resolving master0.gamespy.com...
Log: Resolving unreal.epicgames.com...
Log: Resolving master.qtracker.com...
Log: Resolving master.thenerdnetwork.com...
Log: Resolving hyper.xs4all.nl...
Log: Resolving www.epicgames.com...
ScriptWarning: UdpBeacon klingon-15.UdpBeacon0 (Function IpDrv.UdpBeacon.BeginPlay:000E) BindPort: bind failed
ScriptLog: ServerBeacon failed: Could not bind port 7775
ScriptLog: Broadcasting Beacon
Critical: appError called:
Critical: Mover klingon-15.Mover58 (Function Engine.Mover.FindTriggerActor:001F) Runaway loop detected (over 1000000 iterations)
Critical: Windows GetLastError: Elk socketadres (protocol/netwerkadres/poort) kan normaal slechts (10048)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (Mover klingon-15.Mover58, Function Engine.Mover.PostBeginPlay)
Critical: BeginPlay
Critical: UGameEngine::LoadMap
Critical: LocalMapURL
Critical: UGameEngine::Browse
Critical: ServerTravel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 08/06/06 06:55:36


Here is the WinSock error in English:
Quote:

What does Winsock error 10048 mean?

Question

What does Winsock error 10048 mean?

Answer

Winsock Error 10048 Address already in use means that you have two of the same types of server applications trying to use the same port on the same machine.


I don't understand why it tries to use port 7775 because the server is running at 5555.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Mon Aug 07, 2006 5:16 am    Post subject: Reply with quote

I have a theory on the cause of the incomplete crashes. If the problem seems to go away without the DZMapM beta running then it supports my theory more.

The klingon-15 findtriggeractor() crash happened from an 'AllActors' iterator call in Mover58 of that map. Why it went into a runaway loop is unknown at this time. Also no idea about the winsock message, but it could be just a false report caused during some operation at the moment of the runaway loop.

I have some changes to experiment and test for a new DZMapM beta. However, I'm a bit occupied on other things to work on Unreal mods right now so I'm not sure if I can prepare an update any time this week. In the mean time, if you want to see if you can stop those incomplete crashes then see if temporarily reverting back to the old public DZMapM v2.01 and using WMutate2 makes it stop. Also, you can try my flockpawn based monster removal suggestion first although I'm starting to think that is unlikely now.


-Zombie
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Mutator: DZMapM - 2.34 (12/15/11)
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Hyper



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

PostPosted: Mon Aug 07, 2006 11:30 am    Post subject: Reply with quote

I temporarily disabled the flockpawn replacements at the custom map server. Disabling DZMapM is going to become difficult now. I'm starting to be quite dependent on it. Things like SkaarjTrooper weapon replacements are not possible with WMutate2.

By the way: A gave the server PC a restart yesterday.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Mon Aug 07, 2006 8:17 pm    Post subject: Reply with quote

Maybe I can prepare an update by the end of the week. I understand how these mutator configurations can be important. One change I need to test relates to item replacement while another is a change to the monsterspawn mode.

For now we'll find out if there is any increased stability without the flockpawns.


-Zombie
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Hyper



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

PostPosted: Thu Aug 10, 2006 12:00 am    Post subject: Reply with quote

I had the Klingon-15 crash again. I set up my server to skip this map in the future.

Code:

JCoopZ: Add mutator FactoryFix.FactoryFix
Log: Loading: Package FactoryFix
JCoopZ: Add mutator bfix.bfix
Log: Loading: Package bfix
JCoopZ: Add mutator MarineHUDJCZ.MHUDMutator
JCoopZ: thisMap: klingon-15
Log: Resolving master0.gamespy.com...
Log: Resolving unreal.epicgames.com...
Log: Resolving master.qtracker.com...
Log: Resolving master.thenerdnetwork.com...
Log: Resolving hyper.dnsalias.net...
ScriptWarning: UdpBeacon klingon-15.UdpBeacon0 (Function IpDrv.UdpBeacon.BeginPlay:000E) BindPort: bind failed
ScriptLog: ServerBeacon failed: Could not bind port 7775
ScriptLog: Broadcasting Beacon
Critical: appError called:
Critical: Mover klingon-15.Mover54 (Function Engine.Mover.FindTriggerActor:001F) Runaway loop detected (over 1000000 iterations)
Critical: Windows GetLastError: Elk socketadres (protocol/netwerkadres/poort) kan normaal slechts (10048)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (Mover klingon-15.Mover54, Function Engine.Mover.PostBeginPlay)
Critical: BeginPlay
Critical: UGameEngine::LoadMap
Critical: LocalMapURL
Critical: UGameEngine::Browse
Critical: ServerTravel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 08/10/06 00:41:44

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Hyper



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

PostPosted: Sat Sep 09, 2006 10:37 am    Post subject: Reply with quote

A Predator (seems to have) crashed the HC server:

Code:

Critical: appError called:
Critical: Failed to find function PickDestination in Predator ceremony.Predator6
Critical: Windows GetLastError: Een niet-blokkerende socketbewerking kan niet onmiddellijk worden voltooid. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: AActor::ProcessState
Critical: Object Predator ceremony.Predator6, Old State State Predator.Predator.Hiding, New State State Predator.Predator.Attacking
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/09/06 03:33:14

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Hyper



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

PostPosted: Sun Sep 24, 2006 8:21 pm    Post subject: Reply with quote

Code:

JCoopZ: Logout: Jacob logging out
JCoopZ: found a Pawn with exiting player ceremony.jzMaleThree0 as Enemy! ceremony.mech1 in state FallingState
JCoopZ: Scripted pawn now 'waiting' 'turnfromwall'
Critical: appError called:
Critical: Failed to find function PickDestination in Predator ceremony.Predator4
Critical: Windows GetLastError: Een niet-blokkerende socketbewerking kan niet onmiddellijk worden voltooid. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: AActor::ProcessState
Critical: Object Predator ceremony.Predator4, Old State State Predator.Predator.Hiding, New State State Predator.Predator.Attacking
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/24/06 20:48:35


Same error. Same map. Same creature.
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