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Server Linux server crashed - SIGSEGV (segmentation fault)

icculus said:
...we still haven't been able to reproduce this. If you have a server that reliably crashes and don't mind some devs poking around over ssh, please email me ([email protected]) and we'll make arrangements for remote debugging.

--ryan.

Guys,

Icculus is the person working on the linux port, so please listen to what he says. He can help you :) Like he says above, if you don't mind some devs poking around over SSH, please e-mail him at [email protected] and we'll make arrangements for remote debugging.
 
Upvote 0
Indeed, it crashed a few seconds ago.

2 intel xeon 2.8, 2gb RAM, fedora core 3, 2.6.12-1.1378_FC3smp.

Code:
Client netspeed is 10000
STEAMAUTH : ApprovedClient : ClientID 35 SteamID [1:***]
New Player bonus12345. id=***
Close TcpipConnection 84.191.144.110:63240 Sun Mar 19 14:53:12 2006
ROBot RO-BaksanValley.ROBot (Function UnrealGame.Bot.Destroyed:0006) Accessed None 'Squad'
ROTeamGame RO-BaksanValley.ROTeamGame (Function Engine.GameInfo.Logout:00E4) Accessed None 'Exiting'
ROTeamGame RO-BaksanValley.ROTeamGame (Function UnrealGame.DeathMatch.Logout:0014) Accessed None 'Exiting'
Close TcpipConnection 84.134.73.31:2109 Sun Mar 19 14:55:04 2006
Close TcpipConnection 85.225.5.10:1701 Sun Mar 19 14:55:46 2006
Close TcpipConnection 80.200.157.240:1848 Sun Mar 19 14:57:35 2006
ROTeamGame RO-BaksanValley.ROTeamGame (Function ROEngine.ROTeamGame.RestartPlayer:0030) Accessed None 'aPlayer'
ROTeamGame RO-BaksanValley.ROTeamGame (Function ROEngine.ROTeamGame.RestartPlayer:0038) Accessed None
ROTeamGame RO-BaksanValley.ROTeamGame (Function ROEngine.ROTeamGame.RestartPlayer:0040) Accessed None
ROTeamGame RO-BaksanValley.ROTeamGame (Function ROEngine.ROTeamGame.RestartPlayer:00E4) Accessed None 'aPlayer'
ROTeamGame RO-BaksanValley.ROTeamGame (Function ROEngine.ROTeamGame.RestartPlayer:00EC) Accessed None
ROTeamGame RO-BaksanValley.ROTeamGame (Function ROEngine.ROTeamGame.RestartPlayer:00F4) Accessed None
ROTeamGame RO-BaksanValley.ROTeamGame (Function ROEngine.ROTeamGame.RoundInPlay.Timer:020F) Accessed None 'P'
Open myLevel Sun Mar 19 14:57:45 2006 212.68.194.173:1130
Signal: SIGSEGV [segmentation fault]
Aborting.


Crash information will be saved to your logfile.

Developer Backtrace:
[ 1]  ./ucc-bin-real [0x867852a]
[ 2]  [0x921420]
[ 3]  ./tier0_s_i486.so(__dynamic_cast+0x2b) [0xfe5a9b]
[ 4]  ./libsteamvalidateuseridtickets_i486.so(__is_pointer__FPv+0x43) [0x44f903]
[ 5]  ./libsteamvalidateuseridtickets_i486.so(__cp_pop_exception+0x83) [0x44ea43]
[ 6]  ./libsteamvalidateuseridtickets_i486.so(InternalSteamProcessOngoingUserIDTicketValidation__61_GLOBAL_.N..._Engine_Src_SteamValidateUserIDTickets.cppRtesScPvP18TSteamGlobalUserIDPUiPUcUiT3+0x54c9) [0x43a3b9]
[ 7]  ./libsteamvalidateuseridtickets_i486.so(SteamProcessOngoingUserIDTicketValidation+0x36) [0x434ede]
[ 8]  ./steamclient_i486.so(_ZN21CSteam2GameServerAuth8RunFrameEv+0x306) [0x12adec6]
[ 9]  ./steamclient_i486.so(_ZN21CScheduledFunctionMgr13BFrameFuncRunER11CLimitTimer+0x281) [0x1320c11]
[10]  ./steamclient_i486.so(_ZN14CFrameFunctionI21CScheduledFunctionMgrE4BRunER11CLimitTimer+0x27) [0x1325607]
[11]  ./steamclient_i486.so(_ZN17CFrameFunctionMgr4BRunE10EFrameTypeP11CCycleCountb+0x135) [0x12f09f5]
[12]  ./steamclient_i486.so(_ZN12CSteamEngine9BMainLoopEP11CCycleCountS1_+0xce) [0x12c36be]
[13]  ./steamclient_i486.so(_ZN12CSteamEngine15Thread_MainLoopEv+0xe0) [0x12c9cf0]
[14]  ./tier0_s_i486.so(CatchAndWriteMiniDumpForVoidPtrFn+0x17) [0xfd739f]
[15]  ./steamclient_i486.so(_ZN12CSteamEngine13CThreadClient3RunEv+0x1e) [0x12c304e]
[16]  ./tier0_s_i486.so(_ZN7CThread10ThreadProcEPv+0x10e) [0xfd9bee]
[17]  /lib/tls/libpthread.so.0 [0xd9b341]
[18]  /lib/tls/libc.so.6(__clone+0x5e) [0xc08fee]
Unreal Call Stack: appSleep <- EnforceTickRate <- UServerCommandlet::Main
Exiting.
FileManager: Reading 0 GByte 236 MByte 926 KByte 999 Bytes from HD took 6.674775 seconds (2.923170 reading, 3.751605 seeking).
FileManager: 0.000000 seconds spent with misc. duties
 
Upvote 0
I cannot yet say that the beta has definitely solved all problems, but
so far so good. The server has been running for about six hours
without a crash now, making it at least as stable as a 64-player
BF2 server, not that that's saying much :p The server is currently
full and has been for a while.

Server specs were posted here:
http://www.redorchestragame.com/forum/showpost.php?p=64324&postcount=85
 
Upvote 0