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  #1  
Unread 10th November, 2012, 04:39 AM
Tim-_- Tim-_- is offline
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Default I need some help fixing UTProMod (NewNet) crashes

Howdy folks!

I've been working on the mod for a while now, and everything is working pretty well except for one nasty, elusive bug that causes the server to crash seemingly randomly. I've never seen it crash in weapons 1v1 or tdm or IG ctf pugs. I've only seen it crash in an IG ctf pub when people leave the server (but it doesn't do it every time) and in 5v5 weapons ctf maybe every other map, but it will sometimes make it through entire pugs (2+ maps) without a hitch.

It seems like every crash log says something different and they rarely describe some specific cause, but there does seem to be some kind of pattern. I just can't figure it out to save my life.

We've tested all kinds of different configurations to narrow it down, and it does seem to be an issue with the mod. The best thing I can come up with is that UE1's garbage collection is bad (http://wiki.beyondunreal.com/Legacy:...rs_And_Objects Foxpaw's first comment) or that the engine can't handle all the extra network traffic and/or processing. Or maybe it's the translocator but I've looked at it and all the code surrounding it multiple times and can't imagine what the problem would be, and that also wouldn't explain why people leaving the server in the IG pub would crash it (unless it's another issue, in which case I may have fixed it but it needs testing).

With that said, all I have to go on right now are these error logs below. I'm hoping someone here can spot the issue or help me troubleshoot it.

Code:
Critical: AActor::EndTouch
Critical: ULevel::MoveActor
Critical: AActor::physFalling
Critical: APawn::performPhysics
Critical: UObject::ProcessEvent
Critical: (bbTMale2 CTF-Glacier][-CE105.bbTMale4, Function UTProModv0_2p.bbPlayer.xxServerMove)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor bbTMale4)
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.
Code:
Warning: Invalid object index 6781416
Warning: This is: ActorChannel Transient.ActorChannel129829
Critical: appError called:
Critical: Assertion failed: Obj->IsValid() [File:G:\dev\nacput\Utpg_451\Core\Src\UnObj.cpp] [Line: 3386]
Exit: Executing UObject::StaticShutdownAfterError
Critical: UObject::StaticAllocateObject
Critical: (ActorChannel ActorChannel129829)
Critical: UObject::StaticConstructObject
Critical: UNetConnection::CreateChannel
Critical: UpdateRelevant
Critical: ULevel::ServerTickClient
Critical: ULevel::TickNetServer
Critical: UpdateNetServer
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Exiting.
Code:
Critical: appError called:
Critical: Assertion failed: GObjObjects(InIndex)==NULL [File:G:\dev\nacput\Utpg_451\Core\Src\UnObj.cpp] [Line: 3253]
Exit: Executing UObject::StaticShutdownAfterError
Critical: UObject::AddObject
Critical: UObject::StaticAllocateObject
Critical: (NN_TimeList NN_TimeList12357)
Critical: UObject::StaticConstructObject
Critical: ULevel::SpawnActor
Critical: (NN_TimeList)
Critical: UObject::ProcessEvent
Critical: (NN_PlayerConfig CTF-Ranel-JoltEdition.NN_PlayerConfig14, Function UTProModv0_3.NN_PlayerConfig.Tick)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Exiting.
Code:
Critical: UObject::ProcessEvent
Critical: (bbTMale2 CTF-Vaultcity-LE102.bbTMale6, Function UTProModv0_2l.bbPlayer.NN_Fire)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor bbTMale6)
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.
Code:
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::moveSmooth
Critical: UObject::ProcessEvent
Critical: (bbTMale1 CTF-Azcanize-MLUT.bbTMale8, Function UTProModv0_2m.bbPlayer.xxServerMove)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor bbTMale8)
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.

And these last three are from the IG pub when someone disconnected.

Code:
Critical: AActor::SetOwner
Critical: ULevel::SpawnActor
Critical: (NN_CollisionActor)
Critical: UObject::ProcessEvent
Critical: (ST_SuperShockRifle CTF-Dreary.ST_SuperShockRifle1, Function Botpack.TournamentWeapon.NormalFire.AnimEnd)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Code:
Critical: AActor::SetOwner
Critical: ULevel::SpawnActor
Critical: (NN_CollisionActor)
Critical: UObject::ProcessEvent
Critical: (ST_SuperShockRifle CTF-Ancient-IG.ST_SuperShockRifle2, Function Botpack.TournamentWeapon.NormalFire.AnimEnd)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Code:
Critical: AActor::SetOwner
Critical: ULevel::SpawnActor
Critical: (NN_CollisionActor)
Critical: UObject::ProcessEvent
Critical: (bbTMale2 CTF-Inca-2on2.bbTMale2, Function UTProModv0_2d.bbPlayer.NN_Fire)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor bbTMale2)
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: Double fault in object ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Exit: Exiting.

Last edited by Tim-_- : 10th November, 2012 at 06:05 AM.
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  #2  
Unread 11th November, 2012, 12:40 AM
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How are you handling the change in player arrays? If you are replacing the player's PRI and assigning it to teams then you have to account for the player then leaving and unbalancing the teams.
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  #3  
Unread 11th November, 2012, 01:28 AM
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Are you mixing pure Objects and Actors ? This can be the source of issues as Actors are registered to be relevant in gameplay, spawning being actually a two-step process (create object then register). This is what Foxpaw is explaining. Also, you should avoid relying on garbage collection as it's managed natively. What you do instead is tag object and/or Actors in some way to determine whether they are no longer in use or are going to be disposed of.
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Last edited by Azura : 11th November, 2012 at 01:32 AM.
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  #4  
Unread 11th November, 2012, 01:32 AM
SoNY_scarface SoNY_scarface is offline
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Just throwing this out there. There's been some pleb running round crashing servers recently. Might be related to it. I know we are being targetted as well as hof. Your server might be too.
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  #5  
Unread 11th November, 2012, 02:22 AM
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Yeah definitely being targeted. Our most popular RX6 server is about completely dead from the attacks. Seems Qwerty's vulpinemission RX6 server has inherited most of our regulars as of late. Maybe Qwerty has some info as to how to keep a server from being attacked so much.
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  #6  
Unread 11th November, 2012, 04:42 AM
Tim-_- Tim-_- is offline
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Quote:
Originally Posted by Azura View Post
Are you mixing pure Objects and Actors ? This can be the source of issues as Actors are registered to be relevant in gameplay, spawning being actually a two-step process (create object then register). This is what Foxpaw is explaining. Also, you should avoid relying on garbage collection as it's managed natively. What you do instead is tag object and/or Actors in some way to determine whether they are no longer in use or are going to be disposed of.
I did originally have one object class mixed in but I replaced it with an actor and it still crashes.

As for someone going around crashing servers, I had considered that but the servers seem to crash too often and at any time of day for it to be true. And if they had some sort of script running to do it, it still wouldn't make sense as we use the same servers for tdm pugs/1v1s as we do ctf and it's only ctf that crashes.
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  #7  
Unread 11th November, 2012, 04:46 AM
chicken- chicken- is offline
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Few more crash logs:

Code:
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::MoveActor
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Code:
Critical: UObject::ProcessEvent
Critical: (bbTMale2 CTF-Azcanize-MLUT.bbTMale0, Function UTProModv0_3c.bbPlayer.NN_ProjExplode)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor bbTMale0)
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
Code:
ScriptLog: Found CTF-Azcanize-MLUT.NN_PlayerConfig361 at 0.000000,0.000000,0.000000
Critical: appError called:
Critical: Assertion failed: GObjObjects(InIndex)==NULL [File:G:\dev\nacput\Utpg_451\Core\Src\UnObj.cpp] [Line: 3253]
Exit: Executing UObject::StaticShutdownAfterError
Critical: UObject::AddObject
Critical: UObject::StaticAllocateObject
Critical: (ActorChannel ActorChannel280645)
Critical: UObject::StaticConstructObject
Critical: UNetConnection::CreateChannel
Critical: UpdateRelevant
Critical: ULevel::ServerTickClient
Critical: ULevel::TickNetServer
Critical: UpdateNetServer
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Exiting.
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  #8  
Unread 11th November, 2012, 08:28 PM
SoNY_scarface SoNY_scarface is offline
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Quote:
Originally Posted by Tim-_- View Post
As for someone going around crashing servers, I had considered that but the servers seem to crash too often and at any time of day for it to be true. And if they had some sort of script running to do it, it still wouldn't make sense as we use the same servers for tdm pugs/1v1s as we do ctf and it's only ctf that crashes.
Our servers crash all day long. Trust me it's not too often. We had 50 crashes yesterday.
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  #9  
Unread 11th November, 2012, 09:28 PM
chicken- chicken- is offline
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SoNY_scarface unless you can show a log that is similar in the form of crash then I am almost certain it's not somebody crashing our servers at every hour of the day, on 10 different servers.
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  #10  
Unread 11th November, 2012, 11:18 PM
SoNY_scarface SoNY_scarface is offline
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Unfortunately I can't because I host Windows servers which has log buffering. That means that there has to be a certain amount to write before writing.
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  #11  
Unread 12th November, 2012, 12:01 AM
Tim-_- Tim-_- is offline
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If by some chance it is someone crashing only ctf (one of my haters or someone anti-newnet), what can be done to detect and block them or patch up as many known exploits as possible?
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  #12  
Unread 13th November, 2012, 01:34 PM
maggi maggi is offline
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now he find our server too again,

i have had the pleasure 8 Month ago with that guy and his attacs

Quote:
==================================================
Index : 249
Protocol : UDP
Local Address : 5.12.179.127
Remote Address :
Local Port : 60642
Remote Port :
Local Host : 5-12-179-127.residential.rdsnet.ro
Remote Host :
Service Name :
Packets : 1
Data Size : 136 Bytes
Total Size : 328 Bytes
Data Speed :
Capture Time : 13.11.2012 15:01:02:226
Last Packet Time : 13.11.2012 15:01:02:226
Duration : 00:00:00.000
Local MAC Address :
Remote MAC Address:
Local IP Country :
Remote IP Country :
==================================================

\secure\232984DHEFHT874FHWKEFHD3IR984F8HWEFDHJ8RU9 84UFCNJCKNEDOICJX3O8RFU58YTGHVCEWOD32RUI95YUGIVEJC FU905UFILJDIO34URF09UGJ9JVOIREWFJ58D
it seems all safty settings with seciure validat and Xserver and anticrash and and and dont protect OUR ALL SERVERS

here is the last topic about that person owning a romanian IP with the same provider too

http://www.unrealadmin.org/forums/sh...ad.php?t=30829

Last edited by maggi : 13th November, 2012 at 01:41 PM.
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  #13  
Unread 13th November, 2012, 03:22 PM
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post your ut.ini's and ill take a look. Are you guys using all the anti crash measures?

on a side note my bt server was getting hammered. Its off line for now until i rebuild it.
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Last edited by qwerty : 13th November, 2012 at 03:25 PM.
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  #14  
Unread 13th November, 2012, 07:01 PM
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Just curious, are all of your servers nexgen?
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  #15  
Unread 13th November, 2012, 07:19 PM
maggi maggi is offline
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no not all nexgen

he send this secure thing to crash the servers, and the solutions here in this forum to protect the servers are not effective

the freak uses now proxies to send his booom-shit secure thing


Quote:
==================================================
Index : 308
Protocol : UDP
Local Address : 37.0.123.7
Remote Address :
Local Port : 1123
Remote Port :
Local Host : hosted-by.scopehosts.com
Remote Host :
Service Name :
Packets : 1
Data Size : 136 Bytes
Total Size : 328 Bytes
Data Speed :
Capture Time : 13.11.2012 20:46:22:222
Last Packet Time : 13.11.2012 20:46:22:222
Duration : 00:00:00.000
Local MAC Address :
Remote MAC Address:
Local IP Country :
Remote IP Country :
==================================================

\secure\232984DHEFHT874FHWKEFHD3IR984F8HWEFDHJ8RU9 84UFCNJCKNEDOICJX3O8RFU58YTGHVCEWOD32RUI95YUGIVEJC FU905UFILJDIO34URF09UGJ9JVOIREWFJ58D

Last edited by maggi : 13th November, 2012 at 07:21 PM.
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  #16  
Unread 13th November, 2012, 07:29 PM
maggi maggi is offline
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Quote:
Originally Posted by qwerty View Post
post your ut.ini's and ill take a look. Are you guys using all the anti crash measures?

on a side note my bt server was getting hammered. Its off line for now until i rebuild it.
what do you use?

the securevalide is not a protection

the Xquery is not a protection

how you can protect the server against that secure sending?
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  #17  
Unread 13th November, 2012, 07:33 PM
maggi maggi is offline
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==================================================
Index : 829
Protocol : UDP
Local Address : 94.76.244.220
Remote Address :
Local Port : 1162
Remote Port :
Local Host : 94-76-244-220.static.as29550.net
Remote Host :
Service Name :
Packets : 1
Data Size : 136 Bytes
Total Size : 328 Bytes
Data Speed :
Capture Time : 13.11.2012 21:09:01:642
Last Packet Time : 13.11.2012 21:09:01:642
Duration : 00:00:00.000
Local MAC Address :
Remote MAC Address:
Local IP Country :
Remote IP Country :
==================================================

\secure\232984DHEFHT874FHWKEFHD3IR984F8HWEFDHJ8RU9 84UFCNJCKNEDOICJX3O8RFU58YTGHVCEWOD32RUI95YUGIVEJC FU905UFILJDIO34URF09UGJ9JVOIREWFJ58D
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  #18  
Unread 13th November, 2012, 07:33 PM
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securevalidate is definetly a protection, and i use updated ipserver.u which was found on this forum as well
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  #19  
Unread 13th November, 2012, 07:34 PM
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Quote:
Originally Posted by UTrustedPlayer View Post
Just curious, are all of your servers nexgen?
i got rid of nexgen 112 im using 111
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  #20  
Unread 13th November, 2012, 07:39 PM
maggi maggi is offline
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==================================================
Index : 224
Protocol : UDP
Local Address : 77.92.85.105
Remote Address :
Local Port : 1183
Remote Port :
Local Host : server31104.uk2net.com
Remote Host :
Service Name :
Packets : 1
Data Size : 136 Bytes
Total Size : 328 Bytes
Data Speed :
Capture Time : 13.11.2012 21:17:34:530
Last Packet Time : 13.11.2012 21:17:34:530
Duration : 00:00:00.000
Local MAC Address :
Remote MAC Address:
Local IP Country :
Remote IP Country :
==================================================

\secure\232984DHEFHT874FHWKEFHD3IR984F8HWEFDHJ8RU9 84UFCNJCKNEDOICJX3O8RFU58YTGHVCEWOD32RUI95YUGIVEJC FU905UFILJDIO34URF09UGJ9JVOIREWFJ58D
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