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Alloc

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Posts posted by Alloc

  1. Anyone have any clue how to fix this? Not sure if its causing problems or not.

     

    WRN [EAC] Log: [Cerberus] Connection attempt to the back-end failed! Reconnecting in 60 seconds..

     

    Ubuntu 15.04

    No fix but it's also no issue. That's normal output for now.

     

     

     

    Crash Dump. Any help would be great

     

    Native stacktrace:
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x91772) [0x7f458759a772]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x348a5) [0x7f458753d8a5]
       /lib/x86_64-linux-gnu/libpthread.so.0(+0x10d10) [0x7f4588b28d10]
       /lib/x86_64-linux-gnu/libpthread.so.0(pthread_mutex_lock+0x4) [0x7f4588b21c84]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x135843) [0x7f458763e843]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(mono_object_new+0x7) [0x7f4587640090]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(mono_exception_from_name_domain+0x35) [0x7f45875fca7e]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(mono_exception_from_name_msg+0xc) [0x7f45875fcb91]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x347ec) [0x7f458753d7ec]
       /lib/x86_64-linux-gnu/libc.so.6(+0x352f0) [0x7f4587d4e2f0]
       /lib/x86_64-linux-gnu/libpthread.so.0(+0x12af0) [0x7f4588b2aaf0]
       /home/sdtd/engine/7DaysToDieServer_Data/Plugins/x86_64/steamclient.so(+0x953ed1) [0x7f44e9e68ed1]
       /home/sdtd/engine/7DaysToDieServer_Data/Plugins/x86_64/steamclient.so(+0x95164c) [0x7f44e9e6664c]
       /home/sdtd/engine/7DaysToDieServer_Data/Plugins/x86_64/steamclient.so(+0x9481f9) [0x7f44e9e5d1f9]
       /home/sdtd/engine/7DaysToDieServer_Data/Plugins/x86_64/steamclient.so(+0x948265) [0x7f44e9e5d265]
       /lib/x86_64-linux-gnu/libpthread.so.0(+0x76aa) [0x7f4588b1f6aa]
       /lib/x86_64-linux-gnu/libc.so.6(clone+0x6d) [0x7f4587e1feed]
    

    Hm, think that one is new ... Does this happen regularly or was it just that one time?

     

     

     

    Was wondering if you could shed some light on a little quirk we're having. I thought that once all the players left the server, time stopped and all entities were despawned. For some strange reason there are several persistent zeds that will not go away.

    Have heard of this before (think it was Devidian ;) ). No idea, haven't had this myself so hard to debug. It's not an issue in the mod as it simply uses the data provided by the game. Which makes me even more curious as this *could* be an actual issue ...

     

    They even come back after a reboot.

    And that's the really strange part. I mean they shouldn't be in a random location on the map in the first place but after restarting the server there is even less reason for them.

     

    Are you sure though that this location has *really* never been visited? No map tiles at all? No offline user shown there?

  2. Hm, But the server was crashed! even if it is not in the logs.

     

    where are all the error messages ?

     

    Maybe there is a problem if there 2 Server instances at 1 Server ?

    No idea, but unlikely to be multiple instances on a single server. GSPs would have a hard day if that was an issue.

     

     

    Is it possible to increase the tile size uncovered by a player when exploring the map?

    You mean the size of the area around a player that shows up e.g. on the ingame map when walking around? If so that's basically a "no", would require deeper game changes and also hurt server performance *a lot*.

     

     

    I've run two instances concurrently without any issues.

    I've had loads of crashes/mass disconnects without any error messages in log.

    I've had loads of error messages without any crash or mass disconnect.

    I had a 13GB log file in 4hours and still no crash ^^

    Wow. Did you check what was most of this data? E.g. was it like 90% the <steamid> -> <entityid> output in the logs on player connects or something like that?

  3. Have moved all my telnet calls over to the WebAPI now and man it's so much quicker and more robust. It's such an improvement being able to send commands to the console through the WebAPI, even if it has made half my code obselete :D

    Glad you like it. Though you should be aware that handling web requests is *a lot* heavier than a single constant TCP connection (as long as you don't use a new one for every single query ;) though even then it would probably be less heavy). So I wouldn't use it for running 20 commands a second or something like that but it should be totally fine for e.g. one a second. Though in the end you'll just have to see how it turns out regarding performance :)

     

    Do you think it would be okay to run two concurrent instances of the server manager under different usernames?

    Shouldn't hurt. But probably way harder to do than "just" create a new set of "commands" for the normal install like updateengine2, start2 etc and point these to an engine2 folder.

     

     

     

    <big wall of text snip ;P >... there should be no difference in the running of the dedi on either win or lin...<another snip>

    Well, if you're talking about me ... I said our code didn't make any important differences there. But no one knows how much difference there is in Unity itself ;)

    As well as plain OS differences like file handling etc. Wonder if it could somehow simply be related to the number of open file handles or something like that.

  4. right, its only a clpping. I had post the full log too there. Did you look at this ?

    --->

    Not seeing a crash.

     

    - - - Updated - - -

     

    Woud be nice.. not even a file or something you can delete. so it will work normaly again ?

    Nope, you're simply added to the access list of the containers so nothing that can be easily done to revert this (besides coding this).

  5. I manually edited the scripts so that when I used --experimental, it would get the stable_u52 version.

    Ah, ok, will try.

     

    I was getting that when I had wiped the Engine folder and was re-installing. Because for some reason, even using --force it only verifies the files, and does not actually install the different version.

    If SteamCMD is asked to validate the files it will also replace everything that doesn't match the selected branch. Meaning it should definitely "install" whatever you selected. Every other behaviour would be a bug in SteamCMD but I never got that to happen so far.

     

    That's odd with the bootstrapper. I swear when I ran it after the system wipe it ran the installers for the pre-requisites and they failed because they were already installed. I'll have to try that again this weekend.

    Yeah, the bootstrapper does install the prereqs on Debian based systems / systems using APT. But it's been that way for a looooong time now ;)

     

    So far I absolutely cannot run either the stable, or the experimental u52 version at all. (Not in 32-bit nor 64-bit)

    Hm, will see if I get the same issue. Normally there should be absolutely no reason having to use the u52 builds for the dedicated build, especially on Linux.

     

    When a15 hits, I'll probably just have to give up hosting because I cannot afford newer hardware.

    Sorry about that part :(

    Though I thought you could still run the 32 bit build just as before?

  6. In this particular instance, I'm attempting to update to the experimental_u52 version, which in the end, it doesn't actually do anyway since it just verifies the files without actually making any changes. I'll have to wipe the folders and re-install it to get the u52 build.

     

    The assertion failures concerns me a bit though. I don't know if it's nothing, or if it's a sign of a deeper issue in my server I haven't noticed yet.

    SteamCMD stuff ... can't do much about it but will do a quick test with a fresh U1604 install later on. Were you trying to "update" from experimental to exp_u52 or no install to exp_u52? Did you actually change the scripts as by default u52 isn't used at all with the scripts?

     

     

    P.S. Something else I noticed on the initial run. It looks like you added the pre-requisite installers into the initial build install.

    Didn't get that one ... haven't changed anything in a looong time on the bootstrapper script.

  7. Any idea what could be causing this?

     

    Setting breakpad minidump AppID = 251570mmap(...PROT_NONE...) failed
    IP address: 127.0.0.1
    IP address: 208.110.84.250
    eac_server.so [x64] :: OnLoad()
    STEAMPS3 - AsyncTCPSocket created
    STEAMPS3 - AsyncTCPSocket created
    STEAMPS3 - AsyncTCPSocket created
    STEAMPS3 - AsyncTCPSocket created
    STEAMPS3 - AsyncTCPSocket created
    STEAMPS3 - AsyncTCPSocket created
    STEAMPS3 - AsyncTCPSocket created
    STEAMPS3 - AsyncTCPSocket created
    STEAMPS3 - AsncTCPSocket destroyed
    STEAMPS3 - AsncTCPSocket destroyed
    STEAMPS3 - AsyncTCPSocket created
    STEAMPS3 - AsyncTCPSocket created
    STEAMPS3 - AsncTCPSocket destroyed
    STEAMPS3 - AsncTCPSocket destroyed
    STEAMPS3 - AsncTCPSocket destroyed
    STEAMPS3 - AsncTCPSocket destroyed
    STEAMPS3 - AsncTCPSocket destroyed
    STEAMPS3 - AsncTCPSocket destroyed
    STEAMPS3 - AsncTCPSocket destroyed
    STEAMPS3 - AsncTCPSocket destroyed
    Stacktrace:
    
    
     at (wrapper managed-to-native) object.__icall_wrapper_mono_array_new_specific (intptr,int) <0x00064>
     at (wrapper managed-to-native) object.__icall_wrapper_mono_array_new_specific (intptr,int) <0x00064>
     at System.Collections.Hashtable.Rehash () <0x00070>
     at System.Collections.Hashtable.PutImpl (object,object,bool) <0x00071>
     at System.Collections.Hashtable.Add (object,object) <0x0002a>
     at System.Runtime.Serialization.ObjectIDGenerator.GetId (object,bool&) <0x000c9>
     at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteValue (System.IO.BinaryWriter,System.Type,object) <0x001f3>
     at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteSingleDimensionArrayElements (System.IO.BinaryWriter,System.Array,System.Type) <0x000e7>
     at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteGenericArray (System.IO.BinaryWriter,long,System.Array) <0x001f8>
     at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteArray (System.IO.BinaryWriter,long,System.Array) <0x0010d>
     at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectInstance (System.IO.BinaryWriter,object,bool) <0x0016a>
     at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteQueuedObjects (System.IO.BinaryWriter) <0x00042>
     at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectGraph (System.IO.BinaryWriter,object,System.Runtime.Remoting.Messaging.Header[]) <0x00073>
     at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream,object,System.Runtime.Remoting.Messaging.Header[]) <0x0038a>
     at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream,object) <0x0002d>
     at AllocsFixes.PersistentData.PersistentContainer.Save () <0x00098>
     at AllocsFixes.AllocsLogFunctions.RequestToSpawnPlayer (ClientInfo,int,PlayerProfile) <0x00283>
     at AllocsFixes.API.PlayerSpawning (ClientInfo,int,PlayerProfile) <0x0002c>
     at ModManager.PlayerSpawning (ClientInfo,int,PlayerProfile) <0x00206>
     at GameManager.RequestToSpawnPlayer (ClientInfo,int,PlayerProfile) <0x00edc>
     at NetPackageRequestToSpawnPlayer.ProcessPackage (World,INetConnectionCallbacks) <0x00030>
     at ConnectionManager.QP (INetConnection,NetPackageDirection) <0x002c2>
     at ConnectionManager.Update () <0x000db>
     at (wrapper runtime-invoke) object.runtime_invoke_void__this__ (object,intptr,intptr,intptr) <0x0005e>
    
    
    Native stacktrace:
    
    
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x91772) [0x7f592ab5a772]
       /lib/x86_64-linux-gnu/libpthread.so.0(+0x10d10) [0x7f592c0e8d10]
       /lib/x86_64-linux-gnu/libc.so.6(gsignal+0x37) [0x7f592b30e267]
       /lib/x86_64-linux-gnu/libc.so.6(abort+0x16a) [0x7f592b30feca]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x19fc07) [0x7f592ac68c07]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x1a0f5a) [0x7f592ac69f5a]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x197773) [0x7f592ac60773]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x1988f2) [0x7f592ac618f2]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x198a81) [0x7f592ac61a81]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x1992c6) [0x7f592ac622c6]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x19c8d6) [0x7f592ac658d6]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x19cb82) [0x7f592ac65b82]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x19cd5d) [0x7f592ac65d5d]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(+0x132bae) [0x7f592abfbbae]
       /home/sdtd/engine/7DaysToDieServer_Data/Mono/x86_64/libmono.so(mono_array_new_specific+0xaa) [0x7f592abfdec0]
       [0x401d38a4]
    
    
    Debug info from gdb:
    
    
    
    
    =================================================================
    Got a SIGABRT while executing native code. This usually indicates
    a fatal error in the mono runtime or one of the native libraries 
    used by your application.
    =================================================================
    
    
    viour (Game Object 'wdwFocusHealthState') is missing!

     

    Haven't seen that one before ... Can you post the full log please?

  8. Hey alloc, can you add a player search bar in the web map ?

    Part of the upcoming version, but not yet at a point where it's really of much use.

     

    The givexp command is broken.

    As stated just a bunch of posts above.

    Also fixed in the next version.

     

    Is it possible to Change the path where the Icons are loaded from like in previous Versions? With that we can add our custom Icons.

    They aren't loaded from files but from gamedata. Use the mod interface with custom item icons and they will work fine.

  9. Has anyone gotten spawnscouts to work?

    Yeah, Coppis version wasn't used as the game had one itself. But that one was only working for local players (e.g. the host on a listen server). It will be fixed in A15, will see if I can get a workaround in the mod for A14 though.

     

    It doesn't work because AddExpServer method doesn't work the same way AddScoreServer does. It only sends package to server and not to clients.

    ...

    Thanks for looking into it and the workaround :)

    Will be added in the next mod release.

  10. Hm, yeah, I think this had been this way before ... This is part of the game though, fix will only go in A15 probably. Also can only give the mod's name, like "CoppisAdditions" in this case.

     

     

     

    On another note, does anyone have a highly frequented server where the known players list ("lkp" or online+offline players together) are really high? Like > 200?

  11. Thanks, missed that one when importing Coppi's stuff :)

     

    When a player that is muted attempts to chat, please list the entire string as it would have been, but with a prefix that it was muted. Right now, there is no player name associated with the chat text, and I could use that information.

    Not sure what you mean. Currently there is no output whatsoever on chat from a muted player. You mean add a line to the log? Can you give an example of what you mean? :)

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