[bf1942] Another new build...
Stefan Leuenberger
hlds_l at profzone.ch
Sun Dec 15 13:34:22 EST 2002
Now it crashed after 3 hours
(gdb) info stack
#0 0x11bb1477 in ?? ()
#1 0x911f507 in _STL::ios_base::imbue ()
#2 0x913578f in _STL::basic_ios<char, _STL::char_traits<char> >::imbue
()
#3 0x913595d in _STL::basic_ios<char, _STL::char_traits<char> >::init
()
#4 0x9135aa1 in _STL::basic_ostream<char, _STL::char_traits<char>
>::basic_ostream ()
#5 0x9135bc9 in _STL::basic_ostringstream<char,
_STL::char_traits<char>, _STL::allocator<char> >::basic_ostringstream ()
#6 0x8f5fc59 in dice::ref2::Debug::Debug ()
#7 0x9410133 in dice::ref2::Debug::constdebug ()
#8 0x8cfde6e in dice::bf::ClientConnection::outputStreamManagerStats ()
#9 0x8cfb2df in dice::bf::ClientConnection::~ClientConnection ()
#10 0x8cd75eb in dice::bf::GameServer::closeClientConnection ()
#11 0x8ce9d5c in dice::bf::GameServer::gameStatusEndGame ()
#12 0x8ce6e78 in dice::bf::GameServer::updateGameLogic ()
#13 0x8cf5047 in dice::bf::GameServer::simulateFrame ()
#14 0x8cc866e in dice::bf::GameServer::update ()
#15 0x8a9eaf1 in dice::bf::Setup::mainLoop ()
#16 0x8a9e0dc in dice::bf::Setup::start ()
#17 0x8a81a0d in main ()
#18 0x29810e5e in __libc_start_main (main=0x8a81850 <main>, argc=8,
ubp_av=0xbfbff870, init=0x8a80c74 <_init>, fini=0x960159c <_fini>,
rtld_fini=0x297ab3c4 <_dl_fini>, stack_end=0xbfbff86c)
at ../sysdeps/generic/libc-start.c:129
gs at game:~/downloads/bf42/bf1942-lnxded-1.2beta1> uname -a
FreeBSD game.siff.org 4.7-STABLE FreeBSD 4.7-STABLE #0: Tue Oct 29
13:58:14 CET 2002 rabbit7 at game.siff.org:/usr/obj/usr/src/sys/SIFF47
i386
Still, it's usable... to a certain degree! Well done!
> Was running more stable than ever... crashed after about 1 hour:
>
> (gdb) info stack
> #0 0x9135654 in _STL::basic_ostringstream<char,
> _STL::char_traits<char>, _STL::allocator<char> >::~basic_ostringstream
> ()
> Cannot access memory at address 0xbfbfeba0.
>
> Thanks Ryan, you code machine!
>
> On Sonntag, Dezember 15, 2002, at 08:26 Uhr, Ryan C. Gordon wrote:
>
>>
>> Try this one on for size:
>>
>> http://icculus.org/betas/bf1942/bf1942-lnxded-betaupdate-build-
>> 1039933525.tar.bz2
>>
>> This applies over the complete install, with or without the previous
>> build. Just untar it so it overwrites the binaries and README.
>>
>> I fixed a metric ton of invalid memory accesses, three deferences of
>> bogus
>> pointers, and one serious memory corruption (which I'm hoping was the
>> cause of all our woes).
>>
>> Please try it out. Usual disclaimer applies: this works great here
>> (but it
>> always has, so this is not at all a comfort by this point, I'm sure),
>> but
>> until I get some confirmation from the field, I can't promise this
>> won't
>> crash on connect, etc.
>>
>> And, for the record, valgrind is a _fantastic_ tool for tracking down
>> memory bugs. If you are a programmer and aren't using this on your
>> code,
>> you really really should. It totally blows away ElectricFence (which,
>> coincidentally, runs out of mmap()able address space before the
>> server is
>> finished starting...I've had that problem with efence on every major
>> game
>> I've used it with), and dmalloc, etc.
>>
>> --ryan.
>>
>>
>>
>
>
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