[ut3] Seg Faulting Linux Server
Rick Page
mpcacrucesalus at gmail.com
Tue Oct 16 19:37:29 EDT 2007
I have my first Seg Fault. I decided to stop the server and restart it. It
would not restart. My error looks similar to Daniel's. Here is the tail end
of the startup, in case there is something there that is helpful.
.....
Log: TEXTUREGROUP_Effects: (MinLODSize= 1,MaxLODSize=4096,LODBias=0)
Log: TEXTUREGROUP_Skybox: (MinLODSize= 1,MaxLODSize=4096,LODBias=0)
Log: TEXTUREGROUP_UI: (MinLODSize= 1,MaxLODSize=4096,LODBias=0)
Log: TEXTUREGROUP_LightAndShadowMap: (MinLODSize=
1,MaxLODSize=4096,LODBias
=0)
Log: TEXTUREGROUP_RenderTarget: (MinLODSize=
1,MaxLODSize=4096,LODBias=0)
Init: Friendly System Settings:
Init: TextureDetail=Level5
Init: WorldDetail=Level5
Init: bUseVSync=0
Init: bUseMSAA=0
Init: ScreenPercentage=100
Init: UpscaleScreenPercentage=1
Init: ResX= 800
Init: ResY= 600
Init: Fullscreen=0
Log: Initializing FaceFX...
Log: FaceFX initialized:
Log: version 1.710000
Log: licensee Unreal Engine 3 Licensee
Log: project Unreal Engine 3 Project
Signal: SIGSEGV [segmentation fault]
Aborting.
Log:
Developer Backtrace:
Log: [ 1] ./ut3demo-bin [0x8b4763d]
Log: [ 2] /lib/tls/libpthread.so.0 [0x4de9c8]
Log: [ 3] /lib/tls/libpthread.so.0(__pthread_mutex_lock+0x24) [0x4d9e34]
Log: [ 4] ./ut3demo-bin [0x804f806]
Log: [ 5] ./ut3demo-bin [0x804f850]
Log: [ 6] ./ut3demo-bin [0x8a90a04]
Log: [ 7] ./ut3demo-bin [0x8ad7d09]
Log: [ 8] ./ut3demo-bin [0x8050595]
Log: [ 9] ./ut3demo-bin [0x8052840]
Log: [10] ./ut3demo-bin [0x805471c]
Log: [11] ./ut3demo-bin [0x804d95f]
Log: [12] ./ut3demo-bin [0x804dc18]
Log: [13] /lib/tls/libc.so.6(__libc_start_main+0xd3) [0x37cde3]
Log: [14] ./ut3demo-bin(__gxx_personality_v0+0x119) [0x804cf71]
Crash information will be saved to your logfile.
Exit: Exiting.
Exit: Name subsystem shutting down
ut3demo-bin:
/home/icculus/projects/UnrealEngine3-Icculus/Development/External/F
aceFX/FxSDK/Src/FxName.cpp:461: void OC3Ent::Face::FxName::_safeRemoveRef():
Ass
ertion `false != removeResult' failed.
-Rick
On 10/15/07, Daniel Hunt <daniel.hunt at gmail.com> wrote:
>
> At the risk of bringing up a topic already mentioned (if there are logs of
> the messages sent - where are they? :) ) - is anyone else experiencing this?
>
> Over at Unreal.Ie we have all Linux boxes, and starting a dedicated server
> instance is proving to be troublesome, at best.
>
> {executed in UT3Demo/Binaries}
> sudo -u <ut3user> ./ut3demo server
> DM-HeatRay?MaxPlayers=16?MinNetPlayers=0?bShouldAdvertise=True?bIsLanMatch=False?bIsDedicated=True
> -login=<LOGIN> -password=<PASS> &
>
>
> This causes a segfault (almost) every time its run, but eventually a
> server instance is finally started, and players can join without problems.
> At the end of the map, they vote for the next map, at which point the server
> crashes (instance is still running, but no one can connect to the server) -
> which is an already known issue that I believe I read on the unrealadmin
> forums.
> Note that if map voting is disabled, HeatRay will reload fine and there
> are no issues.
>
> The segfault in question:
>
>
> Init: Epic Internal: 0
> Init: Compiled: Oct 13 2007 22:35:22
> Init: Command line: server DM-HeatRay?Game= UTGame.UTTeamGame?MaxPlayers=16?MinNetPlayers=0?bShouldAdvertise=True?bIsLanMatch=False?bIsDedicated=True
> -login=<LOGIN> -password=<PASS>
> Init: Base directory: /<UT3HOME>/Binaries/
> Init: Character set: Unicode
> Log: GConfig::LoadFile associated file: ../UTGame/Config/UTEditor.ini
> Log: GConfig::LoadFile associated file:
> ../UTGame/Config/UTEditorUserSettings.ini
> Log: GConfig::LoadFile associated file: ../UTGame/Config/UTEngine.ini
> Log: GConfig::LoadFile has loaded file: ../UTGame/Config/UTGame.ini
> Log: GConfig::LoadFile associated file: ../UTGame/Config/UTInput.ini
> Log: GConfig::LoadFile associated file: ../UTGame/Config/UTUI.ini
> Init: File handle limit is soft=(1024), hard=(1024).
> Init: Computer: unknown
> Init: User: ut3demo
> Init: BSD Sockets initialized
> DevStats: GSecondsPerCycle 1.000000e-06
> Log: Failed to initialize stat notify provider CsvStatNotifyProvider
> Log: Failed to initialize stat notify provider XmlStatNotifyProvider
> Init: Sockets: I am dingo (127.0.0.1:0)
> Init: Presizing for 83221 objects not considered by GC, pre-allocating 0
> bytes.
> Init: Object subsystem initialized
> Log: DEMOVERSION is defined.
> Init: Startup System Settings:
> Init: System Settings:
> Init: StaticDecals=true
> Init: DynamicDecals=true
> Init: DynamicLights=true
> Init: DynamicShadows=true
> Init: LightEnvironmentShadows=true
> Init: CompositeDynamicLights=false
> Init: DirectionalLightmaps=true
> Init: MotionBlur=true
> Init: DepthOfField=true
> Init: Bloom=true
> Init: QualityBloom=true
> Init: Distortion=true
> Init: DropParticleDistortion=false
> Init: SpeedTreeLeaves=true
> Init: SpeedTreeFronds=true
> Init: OnlyStreamInTextures=false
> Init: LensFlares=true
> Init: FogVolumes=true
> Init: FloatingPointRenderTargets=true
> Init: Trilinear=false
> Init: OneFrameThreadLag=true
> Init: UseVsync=false
> Init: UpscaleScreenPercentage=true
> Init: Fullscreen=false
> Init: AllowD3D10=true
> Init: EnableHighPolyChars=false
> Init: SkeletalMeshLODBias=0
> Init: ParticleLODBias=0
> Init: DetailMode=2
> Init: ShadowFilterQualityBias=0
> Init: MaxAnisotropy=4
> Init: MaxMultisamples=1
> Init: MinShadowResolution=32
> Init: MaxShadowResolution=512
> Init: ResX=800
> Init: ResY=600
> Init: ScreenPercentage=100.000
> Init: SceneCaptureStreamingMultiplier=1.000
> Init: FoliageDrawRadiusMultiplier=1.000
> Init: ShadowTexelsPerPixel=2.000
> Log: TEXTUREGROUP_World: (MinLODSize= 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_WorldNormalMap: (MinLODSize=
> 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_WorldSpecular: (MinLODSize=
> 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_Character: (MinLODSize=
> 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_CharacterNormalMap: (MinLODSize=
> 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_CharacterSpecular: (MinLODSize=
> 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_Weapon: (MinLODSize= 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_WeaponNormalMap: (MinLODSize=
> 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_WeaponSpecular: (MinLODSize=
> 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_Vehicle: (MinLODSize= 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_VehicleNormalMap: (MinLODSize=
> 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_VehicleSpecular: (MinLODSize=
> 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_Effects: (MinLODSize= 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_Skybox: (MinLODSize= 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_UI: (MinLODSize= 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_LightAndShadowMap: (MinLODSize=
> 1,MaxLODSize=4096,LODBias=0)
> Log: TEXTUREGROUP_RenderTarget: (MinLODSize=
> 1,MaxLODSize=4096,LODBias=0)
> Init: Friendly System Settings:
> Init: TextureDetail=Level5
> Init: WorldDetail=Level5
> Init: bUseVSync=0
> Init: bUseMSAA=0
> Init: ScreenPercentage=100
> Init: UpscaleScreenPercentage=1
> Init: ResX= 800
> Init: ResY= 600
> Init: Fullscreen=0
> Log: Initializing FaceFX...
> Log: FaceFX initialized:
> Log: version 1.710000
> Log: licensee Unreal Engine 3 Licensee
> Log: project Unreal Engine 3 Project
> Signal: SIGSEGV [segmentation fault]
> Aborting.
>
> Log:
> Developer Backtrace:
> Log: [ 1] ./ut3demo-bin [0x8b4763d]
> Log: [ 2] [0xffffe420]
> Log: [ 3] /lib/tls/i686/cmov/libpthread.so.0(__pthread_mutex_lock+0x24)
> [0xb7f77ea4]
> Log: [ 4] ./ut3demo-bin [0x804f806]
> Log: [ 5] ./ut3demo-bin [0x804f850]
> Log: [ 6] ./ut3demo-bin [0x8a90a04]
> Log: [ 7] ./ut3demo-bin [0x8ad7d09]
> Log: [ 8] ./ut3demo-bin [0x8050595]
> Log: [ 9] ./ut3demo-bin [0x8052840]
> Log: [10] ./ut3demo-bin [0x805471c]
> Log: [11] ./ut3demo-bin [0x804d95f]
> Log: [12] ./ut3demo-bin [0x804dc18]
> Log: [13] /lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xd2)
> [0xb7d3aea2]
> Log: [14] ./ut3demo-bin(__gxx_personality_v0+0x119) [0x804cf71]
>
> Crash information will be saved to your logfile.
> Exit: Exiting.
> Exit: Name subsystem shutting down
> ut3demo-bin:
> /home/icculus/projects/UnrealEngine3-Icculus/Development/External/FaceFX/FxSDK/Src/FxName.cpp:461:
> void OC3Ent::Face::FxName::_safeRemoveRef(): Assertion `false !=
> removeResult' failed.
>
>
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