Is this a thread for several server crash logs ?
So i've got another one. Linux Servers last words/stacktrace before crash (i know, server overload):
entity 3603 both deleted and created on the same snapshot write (class 10->7)! [85/1809]
entity 167 both deleted and created on the same snapshot write (class 8->10)!
entity 1807 both deleted and created on the same snapshot write (class 8->10)!
entity 2499 both deleted and created on the same snapshot write (class 10->7)!
[12:01:27]Pozmol (2) was killed by Stefano
[93220.443] Main : Error: Script Error: Setting the parent of an entity (SoundEffect) to an entity that has been destroyed (JetpackMarine)
[93220.443] Main : Error: Setting the parent of an entity (SoundEffect) to an entity that has been destroyed (JetpackMarine)
[Server] Script Error #9: Setting the parent of an entity (SoundEffect) to an entity that has been destroyed (JetpackMarine)
Call stack:
#1: SetParent [C]:-1
#2: StartSoundEffectOnEntity lua/SoundEffect.lua:30
soundEffectName = "sound/NS2.fev/marine/common/jetpack_end"
onEntity = JetpackMarine-941 {activeWeaponId=-1, alive=false, animateAngles=true, animateDistance=true, animatePosition=true, animateYOffset=true, animationBlend=0.10000000149012, animationGraphIndex=41, animationGraphNode=116, a
nimationSequence2=40, animationSequence=4, animationSpeed2=1, animationSpeed=1, animationStart2=6406.7797851562, animationStart=6408.4438476562, armor=0, baseYaw=0, bodyYaw=0, bodyYawRun=0, cameraDistance=0, canUseTunnel=true, catpackboo
st=false, clientIndex=66, collisionRep=0, communicationStatus=1, countingDown=false, crouching=false, currentOrderId=-1, darwinMode=false, desiredCameraAngles=cdata, desiredCameraDistance=0, desiredCameraPosition=cdata, desiredCameraYOff
set=-1.2999999523163, desiredSprinting=false, enableTunnelEntranceCheck=false, equipmentId=-1, flashlightLastFrame=false, flashlightOn=false, flinchIntensity=0.80930042266846, followingTransition=true, fov=90, frozen=false, fullPrecision
Origin=cdata, gameEffectsFlags=0, gameStarted=true, giveDamageTime=0, health=0, healthIgnored=false, hotGroupNumber=0, inCombat=true, interruptAim=false, isCorroded=false, isMale=true, isMoveBlocked=false, isOnEntity=false, isUsing=false
, jetpackFuelOnChange=1, jetpackLoopId=-1, jetpackMode=1, jetpacking=true, jumpHandled=false, jumpedInAir=true, jumping=false, lastOrderType=1, lastSpitDirection=cdata, lastTakenDamageAmount=100, lastTakenDamageOrigin=cdata, lastTakenDam
ageTime=6415.8442382812, lastTargetId=-1, layer1AnimationBlend=0, layer1AnimationGraphNode=134, layer1AnimationSequence2=-1, layer1AnimationSequence=-1, layer1AnimationSpeed2=1, layer1AnimationSpeed=1, layer1AnimationStart2=0, layer1Anim
ationStart=0, locationId=3, maxArmor=30, maxHealth=100, mode=1, modeTime=-1, modelIndex=61, moveB
Client disconnected (91.*.*.*) Quit
-- crash --
Hm this is more for errors that don't crash a server, so your report might be more suited here. Doesn't really matter as long as you report it
Nice mixed salad of crashy things there.
Yep, try to make sure your server doesn't overload as easily.
There are three points of interest:
a) The entity errors and the potential for a half crash (did you have to manually restart the server or did it completely exit?)
b) The correlation with the soundeffect entity which is something is currently being worked on. (Sound effects are very short lived entities and in certain scenarios, their number and the server struggling can lead to a hang of the main computing thread)
c) Setparententity rings a bell. Recently a crash with setparententity error in relation to picking up jetpacks was fixed. Maybe your trace points to a leftover with a soundeffect playing while the jetpack gets picked up. Summoning @remi to check whether that's the case.
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
Actually, that looks nice - prior to 272, that error was silent. Now we get a stacktrace and can see what's going on there ...
Hmm.. yes, StartSoundEffectOnEntity just blithely assumes that the entity exists and hasn't been destroyed.
Fairly sure this has been reported before.. copied a bit more context this time. These are likely issues with specific ready room taunts: http://pastebin.com/5L52CfQr
Fairly sure this has been reported before.. copied a bit more context this time. These are likely issues with specific ready room taunts: http://pastebin.com/5L52CfQr
It's the same issue matso was talking about in the previous post
A minor and low priority thing, every now and then I spot of few of these:
Network variable 'heatAmount' of class 'Minigun' has value 1.008490 which is outside the range 0.000000 to 1.000000
This time was in a high load endgame scenario. There were exos.
Comments
After round end (this one not so rare): pastebin.com/j5EYxbeu
http://pastebin.com/WJ6AE3zs
http://pastebin.com/qL7AB3DQ
So i've got another one. Linux Servers last words/stacktrace before crash (i know, server overload):
Nice mixed salad of crashy things there.
Yep, try to make sure your server doesn't overload as easily.
There are three points of interest:
a) The entity errors and the potential for a half crash (did you have to manually restart the server or did it completely exit?)
b) The correlation with the soundeffect entity which is something is currently being worked on. (Sound effects are very short lived entities and in certain scenarios, their number and the server struggling can lead to a hang of the main computing thread)
c) Setparententity rings a bell. Recently a crash with setparententity error in relation to picking up jetpacks was fixed. Maybe your trace points to a leftover with a soundeffect playing while the jetpack gets picked up. Summoning @remi to check whether that's the case.
Hmm.. yes, StartSoundEffectOnEntity just blithely assumes that the entity exists and hasn't been destroyed.
Such naivety.
Will be fixed in 273.
http://pastebin.com/5L52CfQr
It's the same issue matso was talking about in the previous post
Network variable 'heatAmount' of class 'Minigun' has value 1.008490 which is outside the range 0.000000 to 1.000000
This time was in a high load endgame scenario. There were exos.
http://pastebin.com/aqjj1FX9
pastebin.com/kEbKW8AL
122 of these:
http://pastebin.com/z1PKnv92