CBP1 Maps consistently crashing my server

Clint Goudie-Nice clint at magicalspirits.net
Mon Nov 1 20:13:10 EST 2004


Found the bug. Interestingly when a friend of mine ran it on his server,
he encountered the same crash, but the stack contained more information
about what was being executed pointing to something I was running. The
bug was where the parent class of a subclass wasn't required to be on
the client while the subclass was. Looks like it hozed the replication
and killed the server. IE:

 +------+
 |Weapon|
 +------+
    ^
    |
+-------+
|Missing|
| Parent|
+-------+
    ^
    |
+--------+
|subclass|
+--------+

So, CBP1 appears safe, and also fun. Go pull it down.

Clint

-----Original Message-----
From: Clint Goudie-Nice [mailto:clint at magicalspirits.net] 
Sent: Monday, November 01, 2004 8:48 AM
To: 'ut2004 at icculus.org'
Subject: CBP1 Maps consistently crashing my server


Greetings all, I noticed that there was a re-release of the CBP1 for
UT2004 and installed it on my server. Consistently while we're playing
these maps, we get the following... 

This sample was with CTF-CBP1-Betrayal

Developer Backtrace:
Log: [ 1]  ./ucc-bin-linux-amd64 [0x9c53bd]
Log: [ 2]  /lib64/tls/libpthread.so.0 [0x36fbf0c4a0]
Log: [ 3]  ./ucc-bin-linux-amd64 [0x949ee5]
Log: [ 4]  ./ucc-bin-linux-amd64 [0x9486dd]
Log: [ 5]  ./ucc-bin-linux-amd64 [0x7dcf0a]
Log: [ 6]  ./ucc-bin-linux-amd64 [0x5b424d]
Log: [ 7]  ./ucc-bin-linux-amd64 [0x5b4913]
Log: [ 8]  ./ucc-bin-linux-amd64 [0x5b5c81]
Log: [ 9]  ./ucc-bin-linux-amd64 [0x56b786]
Log: [10]  ./ucc-bin-linux-amd64 [0x53498a]
Log: [11]  ./ucc-bin-linux-amd64(atan+0x26bf) [0x40630f]
Log: [12]  /lib64/tls/libc.so.6(__libc_start_main+0xf2) [0x36fb01c072]
Log: [13]  ./ucc-bin-linux-amd64(strcat+0xaa) [0x403e2a]
Log: Unreal Call Stack: UPackageMap::GetClassNetCache <-
UActorChannel::SetChannelActor <- UpdateRelevant <-
ULevel::ServerTickClients <- ULevel::TickNetServer<- UpdateNetServer <-
ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <-
UServerCommandlet::Main
Exit: Exiting.
Log: FileManager: Reading 0 GByte 219 MByte 416 KByte 683 Bytes from HD
took 12. 926551 seconds (4.898103 reading, 8.028448 seeking).

Here's another sample from BR-CBP1-BreakLimit2004

Developer Backtrace:
Log: [ 1]  ./ucc-bin-linux-amd64 [0x9c53bd]
Log: [ 2]  /lib64/tls/libpthread.so.0 [0x36fbf0c4a0]
Log: [ 3]  ./ucc-bin-linux-amd64 [0x949ee5]
Log: [ 4]  ./ucc-bin-linux-amd64 [0x9486dd]
Log: [ 5]  ./ucc-bin-linux-amd64 [0x7dcf0a]
Log: [ 6]  ./ucc-bin-linux-amd64 [0x5b424d]
Log: [ 7]  ./ucc-bin-linux-amd64 [0x5b4913]
Log: [ 8]  ./ucc-bin-linux-amd64 [0x5b5c81]
Log: [ 9]  ./ucc-bin-linux-amd64 [0x56b786]
Log: [10]  ./ucc-bin-linux-amd64 [0x53498a]
Log: [11]  ./ucc-bin-linux-amd64(atan+0x26bf) [0x40630f]
Log: [12]  /lib64/tls/libc.so.6(__libc_start_main+0xf2) [0x36fb01c072]
Log: [13]  ./ucc-bin-linux-amd64(strcat+0xaa) [0x403e2a]
Log: Unreal Call Stack: UPackageMap::GetClassNetCache <-
UActorChannel::SetChannelActor <- UpdateRelevant <-
ULevel::ServerTickClients <- ULevel::TickNetServer<- UpdateNetServer <-
ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <-
UServerCommandlet::Main
Exit: Exiting.
Log: FileManager: Reading 0 GByte 150 MByte 322 KByte 599 Bytes from HD
took 2.2 95887 seconds (0.732956 reading, 1.562931 seeking).

Any ideas what might be going on here, or how I can work around this
crash?

In case it's a mutator I'm running that doesn't show up here, What does
GetClassNetCache even do?

Clint




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