[ut3] Seg Faulting Linux Server

Daniel Hunt daniel.hunt at gmail.com
Wed Oct 17 02:45:09 EDT 2007


I got past this particular error by copying all of the
UTGame/Config/Default*.ini files, to UTGame/Config/UT*.ini
But there's now a different error, that I've pasted on another email :)



On 10/17/07, Rick Page <mpcacrucesalus at gmail.com> wrote:
>
> 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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