another stacktrace.... + strange problem

Georg Wechslberger Georg.We at t-online.de
Fri Dec 13 11:10:49 EST 2002


Hi everyone!

@Ryan: THX!!!! You're the man , the bf community needs!

Unfourtunately on my Server BF crashes after connect :-(
Here's my stacktrace: it seems to differ a bit from the ones posted
before.
#0  0x08f644c8 in dice::ref2::MemoryPool::alloc ()
#1  0x08f64558 in dice::ref2::MemoryPool::alloc ()
#2  0x08f68ab4 in __builtin_vec_new ()
#3  0x08b02473 in dice::meme::Memory::wstringDuplicate ()
#4  0x08aed191 in dice::meme::WstringData::set ()
#5  0x08b84fa3 in dice::bf::BfMenu::initHud ()
#6  0x08b8ae7d in dice::bf::BfMenu::outputMessage ()
#7  0x08ccfe5e in dice::bf::GameServer::handleGameEventManagerEvent ()
#8  0x08cd49e1 in dice::bf::GameServer::processReceivedPackets ()
#9  0x08cc865a in dice::bf::GameServer::update ()
#10 0x08a9eb31 in dice::bf::Setup::mainLoop ()
#11 0x08a9e11c in dice::bf::Setup::start ()
#12 0x08a81a4d in main ()
#13 0x4006c4a2 in __libc_start_main () from /lib/libc.so.6

my Server:
PIII 650
448MB RAM
80GB HDD
SuSE 8.1
Kernel 2.4.20

another thing that I noticed is, that on one of my clients the Server is
not displayed in Local games. But if I use the Add Server button for
Internetgames I can connect and the Server runs perfectly. Then I
connect with my second client (curiously this client can only connect
through the local game screen) it loads the map , and as soon as I would
spwan the Server crashes.
Here's the stacktrace of this crash:
#0  0x08f644c8 in dice::ref2::MemoryPool::alloc ()
#1  0x08f64558 in dice::ref2::MemoryPool::alloc ()
#2  0x08f689f8 in __builtin_new ()
#3  0x08faf1ae in dice::ref2::io::NetworkManager::analyseObject ()
#4  0x08fabc3d in dice::ref2::io::NetworkManager::addObject ()
#5  0x08fabb77 in dice::ref2::io::NetworkManager::addObject ()
#6  0x08ccbedb in dice::bf::GameServer::createObjectOnAllClients ()
#7  0x08cc7bdb in dice::bf::GameServer::spawnObject ()
#8  0x08f31165 in dice::ref2::world::ObjectSpawner::spawnObject ()
#9  0x08f3075a in dice::ref2::world::ObjectSpawner::handleFrameUpdate ()
#10 0x09075d6e in dice::ref2::world::ObjectManager::handleFrameUpdates
()
#11 0x08a9ec32 in dice::bf::Setup::mainLoop ()
#12 0x08a9e11c in dice::bf::Setup::start ()
#13 0x08a81a4d in main ()
#14 0x4006c4a2 in __libc_start_main () from /lib/libc.so.6

I hope this helps you geting the Server a bit more stable!

-----Ursprüngliche Nachricht-----
Von: Greg [mailto:itooo at itooo.com] 
Gesendet: Freitag, 13. Dezember 2002 16:12
An: Christopher Kunz
Betreff: Re[2]: [bf1942] New build...

limit coredumpsize 100000

type 'limit' in your shell
--------------
Friday, December 13, 2002, 3:57:05 PM:

CK> Greg wrote:
>> run your program, when it segfaults it generates a .core file
>> 

CK> Seems that the bf linux server doesn't throw core.

CK> --ck




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