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21st May, 2005, 08:18 AM
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Holy Shit!!
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Join Date: Apr 2004
Location: Houston, TX
Posts: 1,566
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Server Crashing...I got the Logs!
Hey Guys.
Server has been crashing for years now. Finally (with the help of your guys), I was able to get a CRASHLOG for my server.
Well, like clockwork, 21 hours after Server Reboot, the Server Crashes.
Here are the logs from the Crash Log:
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor None)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 05/20/05 17:02:00
If Anyone....ANYONE can help me with this, please do. I would love to get this fixed!!!
Thanks in advance
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21st May, 2005, 07:31 PM
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Holy Shit!!
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Join Date: Apr 2004
Location: Houston, TX
Posts: 1,566
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Googled it with the help of Pizzaman
http://www.planetunreal.com/BDBUnrea...otetrouble.htm
But I use MapvoteLA12
This is what it said on the page:
Problem: My server crashes intermittantly (once or twice every couple of days) when I run MapVote on it.
The errors that are logged in the log file just before shutdown are not always the same
but they are similar this this sample :
-----------------------------------------------
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor None)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
-----------------------------------------------
Solution: If you are using version 3.02 of MapVote try upgrading to 3.03.
It contains a fix for a bug that would only show on server that have more than 32 players entering
the server during a game (includes join-leave-join).
Also, some admins have reported that making this change also appears to help:
Under the section: [IpDrv.TcpNetDriver]
Change: NetServerMaxTickRate=20
To: NetServerMaxTickRate=35
Epic says that this places more load on the CPU, but when that was written
a really hot server was a PII 450...Now you can't even buy anything slower
than an Athlon 800. If it's loading down the server's CPU, no one seems to
notice it.
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23rd May, 2005, 08:04 AM
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Holy Shit!!
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Join Date: Apr 2004
Location: Houston, TX
Posts: 1,566
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Bump *********
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23rd May, 2005, 10:12 AM
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Godlike
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Join Date: Jun 2004
Location: NL
Posts: 369
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Maybe not much of help, but:
- What version of server? (on which OS?)
- Which mutators/serveractors/skins/etc do you have installed?
- Did you try a clean install? Try install the UA UT DedicatedServer package ( http://www.unrealadmin.org/forums/showthread.php?t=7419)? If running stable for days, add your mutators/serveractors to it. If not, it might even be OS/hardware related.
Last edited by iDeFiX : 23rd May, 2005 at 10:17 AM.
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6th September, 2005, 01:06 AM
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Killing Spree
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Join Date: Sep 2005
Posts: 15
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@iDeFiX
I am taking over servers for Baiter...I realize this is an old thread but it is still a significant issue for us.
Server is a windows 2003
Mutators/skins/etc - Relics, custom fix to Spawn Protection, Anticheat, mapvotela12...but honestly, there have been times with these on and off the server and we've continued to have the same 2 errors repeatedly.
The problems seem to happen more often when the server is full or near full. It is a 30 man server. I can try to do a fresh install but I don't think I would have the players beating on like I have on our main server (I can't take down the main server to do this, it would have to be tested as an additional server)
Does anyone know what the HandleStream error is? It sounds like a TCP/IP issue but I could be way off. Any Epic people visiting the forums seen that before?
Ding
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6th September, 2005, 10:22 PM
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Holy Shit!!
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Join Date: Apr 2004
Location: Houston, TX
Posts: 1,566
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Maybe we should raise it to 50 or maybe even 60 Tickrate.
I have no idea on this.
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23rd September, 2005, 04:58 PM
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Killing Spree
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Join Date: Sep 2005
Posts: 15
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Well...i had an idea and its worked so far..
I noticed the timing of events and though that it might be the mapvote thats causing the issue. So, i changed the setting for bEntryWindows to False (was true) and havent had a HandleStream crash in over 24 hrs (usually we get 5+ per day).
We still are getting this error though:
Log: Client netspeed is 7000
ScriptLog: !!! CALC END STATS
ScriptLog: jay911 has voted for TDM-Behindbookcase[sSs]
Critical: appError called:
Critical: Assertion failed: NumInRec<=RELIABLE_BUFFER [File:R:\Projects\nacput\Ut436\Engine\Src\UnChan.cp p] [Line: 262]
Exit: Executing UObject::StaticShutdownAfterError
Critical: QueueIt
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Ding
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25th September, 2005, 09:38 AM
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Holy Shit!!
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Join Date: Apr 2005
Location: Hajdúszoboszló, Hungary
Posts: 823
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Quote:
Originally Posted by Dingus
Critical: appError called:
Critical: Assertion failed: NumInRec<=RELIABLE_BUFFER [File:R:\Projects\nacput\Ut436\Engine\Src\UnChan.cp p] [Line: 262]
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This line seems to be the mystery of the year
However,as i also get this sometimes,i strongly suppose that it is related to mapvoteLA12. Maybe an email to Cratos would be useful.
Btw, how often do u get this?
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26th September, 2005, 07:19 AM
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Killing Spree
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Join Date: Sep 2005
Posts: 15
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Quote:
Originally Posted by [BSC]MasterJohnny
This line seems to be the mystery of the year
However,as i also get this sometimes,i strongly suppose that it is related to mapvoteLA12. Maybe an email to Cratos would be useful.
Btw, how often do u get this?
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now about 1-2 times a day... then some days with none...we run a 30 man sniper server that tends to be full all day... so we may see it more because of traffic and server load..
ding
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26th September, 2005, 08:43 AM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Quote:
Originally Posted by Baiter
Maybe we should raise it to 50 or maybe even 60 Tickrate.
I have no idea on this.
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That would increase cpu usage and it will simply make targets easier to hit on the server.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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27th September, 2005, 12:50 PM
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Holy Shit!!
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Join Date: Jun 2004
Location: The Hague ,Holland
Posts: 1,001
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yep i agree with Azura
Windows servers run on 25 �* 26 tickrate
Linux run on 35 �* 36 tickrate
maybe wise to read TNSe tut about Tickrate
__________________
DMC HomePage
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4th October, 2005, 08:10 PM
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Killing Spree
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Join Date: Sep 2005
Posts: 15
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Quote:
Originally Posted by Dingus
ScriptLog: jay911 has voted for TDM-Behindbookcase[sSs]
Critical: appError called:
Critical: Assertion failed: NumInRec<=RELIABLE_BUFFER [File:R:\Projects\nacput\Ut436\Engine\Src\UnChan.cp p] [Line: 262]
Exit: Executing UObject::StaticShutdownAfterError
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Well....im not closer to finding this but I did find some info. Perhaps this might help spur an idea in someone elses head.
I got hold of the header file for UnChan.cpp... in it:
INT NumInRec; // Number of packets in InRec.
FInBunch* InRec; // Incoming data with queued dependencies.
Also...out server netspeed setting is 7000..but i notice some netspeed changes around the time of the error. They are in the 5000 range..Not sure if that is relevant.
Ding
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4th October, 2005, 09:15 PM
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Holy Shit!!
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Join Date: Apr 2004
Location: Houston, TX
Posts: 1,566
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Quote:
Originally Posted by Cratos
thats a problem in the client-window-opening code, it's in the core BDB code and therefore happens to all BDB mapvotes and all it's variations I'm afraid. However I think I've spotted the problem and fixed it in MapVoteLA13
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I posted at the UT assualt forum about the issue, and this is what Cratos said about it.
So, as soon as my lazy ass gets around to loading the new version, it should solve the problem. As well as the Handlestream problem.
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4th October, 2005, 10:05 PM
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Holy Shit!!
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Join Date: Feb 2003
Location: Uk.gif
Posts: 1,340
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hmm wonder why we've never had that error then :? we've been running BDBmapvote for ages now :?
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5th October, 2005, 04:37 AM
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Godlike
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Join Date: Sep 2002
Location: USA.gif
Posts: 381
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Nope
I've got 3.04 MapVote and don't think I have any issues. That new one looks complex to me.
__________________
~Peace~
Hermskii
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5th October, 2005, 04:37 AM
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Killing Spree
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Join Date: Sep 2005
Posts: 15
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Quote:
Originally Posted by LeeBe
hmm wonder why we've never had that error then :? we've been running BDBmapvote for ages now :?
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We were getting it only sporadically before because the other error (HandleStream) was happening so often. Now, it is our most prevalent error.
What is your guys most prevalent error....and how often does it occur?
D
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5th October, 2005, 09:33 AM
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Holy Shit!!
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Join Date: Feb 2003
Location: Uk.gif
Posts: 1,340
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Quote:
Originally Posted by Dingus
What is your guys most prevalent error....and how often does it occur?
D
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well, as far as I can remember, the server has never crashed in the last year :? only time it was down was when gameservers.net moved us to another server
we did have a problem where the query port changed, usually +5 but we fixed that over a year ago
been running BDBmapvote since then btw.
oh, we run 451.
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5th October, 2005, 05:25 PM
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Killing Spree
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Join Date: Sep 2005
Posts: 15
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Quote:
Originally Posted by LeeBe
well, as far as I can remember, the server has never crashed in the last year :? only time it was down was when gameservers.net moved us to another server
we did have a problem where the query port changed, usually +5 but we fixed that over a year ago
been running BDBmapvote since then btw.
oh, we run 451.
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Wow...GJ... Once this last error is fixed, we dont have any other recurring issues (some maps crash but they are custom maps...probably something set wrong in them, not the mutators).
We run 440.... Baiter mentioned 451 was too laggy on the server. But that definately could be the reason youre not having the same issue.
What do you guys do about the log file(s)? Anything? its not an issue we had before as we were crashing 5 times a day...but not the logs are getting up to 10-15 megs... and seems to be slowing down the system. We were considering making a mutator that reset the server nightly at like 3am... Seems like a hack fix to me but not sure what our options are. Wanted to run with NO log (the -silent parameter) but there is info in the logs we dont want to lose.
Ding
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5th October, 2005, 06:11 PM
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Holy Shit!!
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Join Date: Feb 2003
Location: Uk.gif
Posts: 1,340
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hmm well we restart the server a lot more than you can, since we set it for 1v1, 2v2 or 5v5 etc and the log files range from 1or2mb to 30mb (we have a keybind logger and a chat logger on there as well)
you could see why the logs are getting big though (though I dont think 15mb is too big) and then Suppress it under [Core.System] - for eg Suppress=ScriptWarning and Suppress=DevNet
though Fragga sometimes had 200mb+ logs :?
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6th October, 2005, 04:22 PM
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Killing Spree
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Join Date: Jul 2005
Posts: 36
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MapVoteLA12 is based on BDBMapvote, you can see it on the headers:
Code:
//================================================================================
// BDBMapVote.
//================================================================================
class BDBMapVote extends Mutator Config(MapVoteLA);
If he got the open source from the author he probably missed a file "the mystery file of the year" then again I run the same mapvote and the server havent crashed once.
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