The big dedicated server crash identification topic: UPDATED

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Pesky
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Re: the big dedicated server crash identification topic

Post by Pesky » 07 May 2008 12:43

I´m pretty sure that the Problem is the xmlrpc, so thats why he said he has 3 servers running fine without it. So i guess the bug-fixing will be in the xmlrpc part.

I cant imagine that they will do a dedicated without the interface.

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BLaHiTiS
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Re: the big dedicated server crash identification topic

Post by BLaHiTiS » 07 May 2008 12:59

meaner wrote:oke is solved some probs but know u cant use aseco anymore isnt? and thats a reason people wanne race so they can beat ur rec
There's still something like ladder ranks too. My server is running without aseco for a few days already and ther's stil people on it.

Sometim's, one fixed bug will cause the resolution of several issues, I don't know the specifics about this one but let's hope for the best.

Nadeo can't shape the server towards user scripts, users scripts have to be shaped towards the server. Ofcoruse all xmlrpc has to be handled perfectly. and the server and script need to be tuned to respond and send non corrupted data:)

With my limited knowledge of programming I can't comment on much of this stuff, but it's not unthinkable that aseco on it's own could crash because it keeps stacking unsent commands because the server has the bug to receive them (hypothetical situation).. so that would be a dedicated server problem (why does it quit sending and receiving xmlrpc?), and the script problem (why does it stack up commands and doesnt flush after a timeout so it can preserve itself into reasonable memory space?)

ANyway: why would you think that aseco could no longer be executed on the next update? It's just a step closer to solve the crashes and script crashes we were experiencing.

With further exploration in this topic, and more debug routines being added to the scripts, we'll just serach further for every crash that still would happen.
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Re: the big dedicated server crash identification topic

Post by KnightRfS » 07 May 2008 16:18

Ur server crashed several times too. But today there was an entry in the Gamelog for the first time.

Code: Select all

terminate called after throwing an instance of 'CNetSystem::CNetSystemError'
System:
Suse 9.3 with the 18. version of the dedi.
No Asaco or else installed.
Tried with and without p2p and various maxplayer.
Still crashing.

Sorry for my english.

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Re: the big dedicated server crash identification topic

Post by KnightRfS » 07 May 2008 16:28

Pesky wrote:I´m pretty sure that the Problem is the xmlrpc, so thats why he said he has 3 servers running fine without it. So i guess the bug-fixing will be in the xmlrpc part.
He runs these servers without aseco because he is looking for a bug which isn't caused by aseco. If he would use aseco and there would be a second bug which is caused by aseco it would be harder for him to find the one he is looking for.

sorry for my english

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Re: the big dedicated server crash identification topic

Post by xbx » 07 May 2008 19:38

http://files2.trackmaniaforever.com/Tra ... 7_beta.zip (only contains the executables)

brave ones, please test it a bit, and I'll make a "real" release later.

changes:
  • crash when a tcp connection is broken under certain rare conditions.
  • server restart no longer wipes the guestlist.txt and blacklist.txt
  • ForceSpectatorTarget() now works with cameratype = 2 and no target
  • Cup Mode: the game no longers loops when there's a winner and everybody else is disconected or in spectator mode.
  • use fallback timer for FreeBSD
  • detailed playerinfos work for the server login
  • new functions SetBuddyNotification() GetBuddyNotification().

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Re: the big dedicated server crash identification topic

Post by Assembler Maniac » 07 May 2008 20:32

xbx wrote:[*] new functions SetBuddyNotification() GetBuddyNotification().
Is this per player, or for the whole server?

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Re: the big dedicated server crash identification topic

Post by KnightRfS » 07 May 2008 21:37

xbx wrote:brave ones, please test it a bit, and I'll make a "real" release later.
Yeah Thx. I've put these on our server and set maxplayer to 115 and enabled p2p u/d. Hope to get some players onto our server tomorrow because some are pissed off due to the crashs ago.

sorry for my english
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Re: the big dedicated server crash identification topic

Post by Xymph » 07 May 2008 22:11

xbx wrote:brave ones, please test it a bit, and I'll make a "real" release later.
Tested only a little bit, but I can confirm these three are fixed. Thanks! :3
xbx wrote:changes:
  • server restart no longer wipes the guestlist.txt and blacklist.txt
  • ForceSpectatorTarget() now works with cameratype = 2 and no target
  • detailed playerinfos work for the server login
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Re: the big dedicated server crash identification topic

Post by BLaHiTiS » 07 May 2008 22:26

gonna wait till allplayers are off my server to silently upgrade :P
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Re: the big dedicated server crash identification topic

Post by Dawa » 07 May 2008 23:23

BLaHiTiS wrote:gonna wait till allplayers are off my server to silently upgrade :P
Same for us :)

Big thx !
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Re: the big dedicated server crash identification topic

Post by Goglu2 » 08 May 2008 04:21

Didn't install this beta yet, but for the last 2 days I have a strange problem, and before you say it's because of the forever update and it breaks PF start track, don't say it.

The track I run work fine under forever, last night we were racing on streamline from kobe, me and another player couldn't make the start all the other players could do the start fine.
for me the car went right as soon as it touched the ground, for the other player having the problem his went left. while the track was playing I exited the server tried the track in
solo mode, start works fine, no problem at all, went back on my server, this time the start worked fine.

I called the track a little later, this time it work fine for me, but not for some of the other players.

tonight, we raced on metropolis by crooms, 3 players said they couldn't do the start, worked fine for me, I asked them to save the track and try it in solo, then come back to report
if it worked or not, all 3 said it worked fine is solo, now for 2 of them it worked fine on the server, but the last said it didn't work but he was hitting at a different place..

also we raced on spin cycle from edge, worked for all players last night, didn't work tonight..

anybody got an idea ?

if it was only me or one player I could say it's lag, the internet connection.. also i'm using the keyboard to drive, before anyones suggest a pad problem, it was a 50/50 mix
of pad/keyboard that had the problem with the start.

sorry if i'm not too clear, i'm tired, been trying to figure this one out all day.
I posted here because in my small little brain if the tracks work in solo mode for all, and it doesn't while on a server, it could be related to the dedicated software.

Regards,

Goglu2

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Re: the big dedicated server crash identification topic

Post by weerwolf1 » 08 May 2008 12:32

Hi there!

In Trackmania Nations I did run 3 simultanious servers @ my VPS. Did not have any problems :3 . But now i've switched to the new Forever version and it crashes regulary :( , somewhere between 5 min en 6 hours. I've tried several options like P2P on/off, little/much tracks, 16/48/64 players etc. So i want to participate in this topic, for the develpment an of course because players do get i little annoyed when the're kicked :grmblz: .The server at some point exceed its max allocated memory causing the whole systeem to become unstable - even preventing me to log on with putty. At this point the severs itself has to be rebooted.

Dedicated: version 18.04.08
P2p: tried both on/off
Cache: 100 Meg
Gamesettings : Nadeo white
Players: 2 servers between 10-40 players
Autosave replays: off
Up/download: LAN/LAN
Used server scripts: Xaseco v097, mistral7 & 8

Vps: GenuineIntel, Intel(R) Pentium(R) 4 CPU 3.00GHz
Memory: 500 mb shared / 128 mb garanteed
OS: Linux 2.6.9-023stab044.16-enterprise
Plesk: psa v8.3.0_build83080131.20 os_SuSE 10.1

I hope you have enough info :thumbsup:

EDIT: I installed it right away - both server ar up and running for the past 4 hours. Seems to be OK :3 . I'll let you know tomorrow. But still when it was crashing i had 20 -30 players and now there where no more then 10 :roflol:

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Last edited by weerwolf1 on 08 May 2008 23:51, edited 1 time in total.
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Re: the big dedicated server crash identification topic

Post by BLaHiTiS » 08 May 2008 13:53

Jump to this post and you can try a new server :)
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Re: the big dedicated server crash identification topic

Post by djarrett » 08 May 2008 21:06

xbx wrote:http://files2.trackmaniaforever.com/Tra ... 7_beta.zip (only contains the executables)

brave ones, please test it a bit, and I'll make a "real" release later.

changes:
  • crash when a tcp connection is broken under certain rare conditions.
  • server restart no longer wipes the guestlist.txt and blacklist.txt
  • ForceSpectatorTarget() now works with cameratype = 2 and no target
  • Cup Mode: the game no longers loops when there's a winner and everybody else is disconected or in spectator mode.
  • use fallback timer for FreeBSD
  • detailed playerinfos work for the server login
  • new functions SetBuddyNotification() GetBuddyNotification().
works fine for me....on TMUF..thx

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Re: the big dedicated server crash identification topic

Post by weerwolf1 » 09 May 2008 20:02

OK, both servers started 24h ago. One of them just crashed.
Still got acces through shell tough. Litte strange is that the other server is just fine. This server is equiped with Mistral 8 and the server crashed is running with Xaseco.

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