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Re: Server Crashdump [message #471852 is a reply to message #470855] |
Tue, 17 July 2012 17:53 |
Lazy5686
Messages: 254 Registered: November 2007
Karma: 0
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Maybe you can shed some insight into these crash dumps.
It appears that Spectate.dll may have been the cause of a few of them but I cannot be entirely sure.
The Scruffy, AngryCanadian with Vuvuzelas
-Jelly Games admin
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Re: Server Crashdump [message #472035 is a reply to message #471852] |
Fri, 20 July 2012 18:58 |
Lazy5686
Messages: 254 Registered: November 2007
Karma: 0
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Xpert took a peek through some of them from the 17th and said most were crashes in MemoryManager.dll and tt.dll...
Oh, and here's some more.
The Scruffy, AngryCanadian with Vuvuzelas
-Jelly Games admin
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Re: Server Crashdump [message #472302 is a reply to message #470855] |
Sat, 28 July 2012 13:26 |
Lazy5686
Messages: 254 Registered: November 2007
Karma: 0
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I get the feeling that it may be one of Iran's plugins occasionally causing the crashes, even if it says it is crashing in tt.dll, but I don't know which one as I'm not around when it crashes.
Unless someone can give me an update on any of these...
EDIT: Raven muted someone just before the last crash today.
The Scruffy, AngryCanadian with Vuvuzelas
-Jelly Games admin
[Updated on: Sat, 28 July 2012 13:28] Report message to a moderator
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Re: Server Crashdump [message #472340 is a reply to message #472337] |
Sun, 29 July 2012 16:52 |
Lazy5686
Messages: 254 Registered: November 2007
Karma: 0
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We are in fact running a customs scripts.dll however the changes are quite minor and shouldn't be affecting that at all...
That being said I'll look into it.
Thanks for your time.
The Scruffy, AngryCanadian with Vuvuzelas
-Jelly Games admin
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Re: Server Crashdump [message #472411 is a reply to message #470855] |
Mon, 30 July 2012 20:06 |
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We also need the scripts.dll that that scripts.pdb file goes to.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: Server Crashdump [message #472541 is a reply to message #470855] |
Tue, 31 July 2012 18:19 |
Lazy5686
Messages: 254 Registered: November 2007
Karma: 0
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Hey, whenever I've been around the server is at 40+ people. I'd rather not restart it then.
I just updated it...
In any case here's the older one...
The Scruffy, AngryCanadian with Vuvuzelas
-Jelly Games admin
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Re: Server Crashdump [message #473074 is a reply to message #470855] |
Sun, 12 August 2012 08:19 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
Karma: 0
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General (2 Stars) |
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Fixed. You can use one of the following workarounds:
1. Stop sending data to the gamelog TCP port (it's supposed to execute this data as console commands, but it seems that this is unreliable atm). Or
2. Replace the SSGMGameLog::Think in your scripts.dll with the code in the spoiler tag and recompile it.
Toggle Spoilervoid SSGMGameLog::Think()
{
SOCKET so = accept(s,NULL,NULL);
if (so != INVALID_SOCKET)
{
Connection *c = new Connection;
c->cbufferFilled = 0;
c->socket = so;
c->cbuffer[_countof(c->cbuffer)-1] = '\0';
Connections.Add(c);
}
for (int i = 0; i < Connections.Count(); ++i)
{
int chars_read = recv(Connections[i]->socket, Connections[i]->cbuffer + Connections[i]->cbufferFilled, _countof(Connections[i]->cbuffer)-1 - Connections[i]->cbufferFilled, 0);
if (chars_read == 0 || (chars_read == SOCKET_ERROR && WSAGetLastError() != WSAEWOULDBLOCK)) // Graceful close or error. Note that if the buffer is full, 0 bytes are read, and this is interpreted as a graceful close too!
{
closesocket(Connections[i]->socket);
Connections.Delete(Connections[i]);
}
else if (chars_read > 0) // Data received
{
char* lineStartPos = Connections[i]->cbuffer;
char* endPos = Connections[i]->cbuffer + Connections[i]->cbufferFilled + chars_read;
for (;;)
{
TT_ASSERT(endPos >= lineStartPos);
char* lineEndPos = (char*)memchr(lineStartPos, '\n', endPos - lineStartPos);
if (!lineEndPos) break;
*lineEndPos = '\0';
if (lineEndPos - lineStartPos > 0 && *(lineEndPos-1) == '\r') *(lineEndPos-1) = '\0'; // Remove trailing \r if CRLF line endings are used.
Console_Input(lineStartPos);
lineStartPos = lineEndPos+1;
}
TT_ASSERT(endPos - lineStartPos >= 0);
Connections[i]->cbufferFilled = endPos - lineStartPos;
memmove(Connections[i]->cbuffer, lineStartPos, endPos - lineStartPos);
}
}
}
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
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