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227e found and fixed bugs (Read 17893 times)
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Re: 227e found and fixed bugs
Reply #20 - 11/04/08 at 21:04:54
 
Smirftsch wrote on 10/18/08 at 12:03:39:
admin commands might crash server if timed badly- fixed Smiley


Would this be the same with web admin? I can crash server while switching maps within web admin. Only using UTF and a few custom maps.

Code:
ScriptLog: ProcessServerTravel: DM-mojo?Game=UTeamFix.DeathMatchGameFix?Mutator=None

Log: Server switch level: DM-mojo?Game=UTeamFix.DeathMatchGameFix?Mutator=None

Log: Browse: DM-mojo?Name=Player?Class=UnrealI.FemaleOne?Game=UTeamFix.DeathMatchGameFix?Mutator=None

Log: LoadMap: DM-mojo?Name=Player?Class=UnrealI.FemaleOne?Game=UTeamFix.DeathMatchGameFix?Mutator=None

Log: File loaded DM-mojo

Log: 234156.0ms Loading: Package DM-mojo

Log: 234171.0ms Loading: Package NaliCast

Log: 234171.0ms Loading: Package NaliFX

Log: 234187.0ms Loading: Package GenEarth

Log: 234203.0ms Loading: Package SKYBox

Log: 234203.0ms Loading: Package shanesky

Log: 234218.0ms Loading: Package DoorsAnc

Log: 234218.0ms Loading: Package shaneDAY

Exit: WinSock shut down

Log: File loaded DM-mojo

Log: Collecting garbage

Log: Purging garbage

Log: 234734.0ms Unloading: Package UWebAdmin

Log: 234750.0ms Unloading: Package IpServer

Log: 234750.0ms Unloading: Package UTeamSkins

Log: 234765.0ms Unloading: Package SKTrooperTeam

Log: 234765.0ms Unloading: Package UTF_Pawns

Log: 234765.0ms Unloading: Package UTF_GUI

Log: 234781.0ms Unloading: Package UTF_Items

Log: 234781.0ms Unloading: Package UTF_CustomProjectiles

Log: 234781.0ms Unloading: Package UnrealIntegrity227

Log: 234796.0ms Unloading: Package SkTrooperskins

Log: 234796.0ms Unloading: Package Male3skins

Log: 234812.0ms Unloading: Package Male2skins

Log: 234812.0ms Unloading: Package Male1skins

Log: 234812.0ms Unloading: Package Female2skins

Log: 234828.0ms Unloading: Package Female1skins

Log: 234906.0ms Unloading: Package UWindow

Log: 234921.0ms Unloading: Package UTF_Resources

Log: 234921.0ms Unloading: Package UTeamFix

Log: 234937.0ms Unloading: Package Dm-Pressure

Log: 234937.0ms Unloading: Package Mine

Log: 234937.0ms Unloading: Package DoorsMod

Log: 234953.0ms Unloading: Package AmbModern

Log: 234953.0ms Unloading: Package firebr

Critical: appError called:

Critical: Unhashed name 'ChkU
checkedDisabled'

Critical: Windows GetLastError: The operation completed successfully. (0)

Exit: Executing UObject::StaticShutdownAfterError

Critical: FName::DeleteEntry

Critical: Names

Critical: UObject::PurgeGarbage

Critical: UObject::CollectGarbage

Critical: Cleanup

Critical: UGameEngine::LoadMap

Critical: LocalMapURL

Critical: UGameEngine::Browse

Critical: ServerTravel

Critical: UGameEngine::Tick

Critical: UpdateWorld

Critical: MainLoop

Exit: Exiting.

Uninitialized: Name subsystem shut down

Uninitialized: Log file closed, 11/04/08 16:00:56 


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Re: 227e found and fixed bugs
Reply #21 - 12/09/08 at 19:42:50
 
- Fixed mirror error with fatness (i.e: fit players look fat in mirrors, vice and versa).
- Fixed GetPropertyText / SetPropertyText functions with small additions:
* Adding [] in property parameter returns length of static/dynamic array (example, SomeActor.GetPropertyText("MultiSkins[]")="8").
* [#] will access the desired array index.
- Fixed some music fading issues with FMod.
- Fixed audio distortion with ALAudio (doppler).
- Fixed Linux lighting rendering error.
- Fixed some admin cheat codes to work online (AllAmmo, SetSpeed, SetJumpZ...).
- Fixed Automag/ASMD/Rifle/Minigun so they can shoot through warp zones (however many custom mods may break down this fix).
- Fixed Webadmin from crashing server when having a lot of serverpackages (50+ packages).
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« Last Edit: 12/27/08 at 20:11:03 by .:..: »  
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Re: 227e found and fixed bugs
Reply #22 - 12/24/08 at 12:27:40
 
UnrealIntegrity:

End Game event logging is now limited to 2 (reported: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1224116754/0)

Note that this is still a bug in the mod that causes it....  Wink


Added option bDoGarbageCollection to force clients to collect garbage before checks begin (reported: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1225150954)

I don't really think this solves the problem at this point, but added as convenience anyway.
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Re: 227e found and fixed bugs
Reply #23 - 01/22/09 at 22:12:44
 
I read in 227e patch attached docs that you guys would like someone to test native Linux binary on other distributions than Suse.

I use Debian GNU/Linux 5.0(it was sid/lenny, after last massive upgrade it renamed itself to 5.0), works very well. One thing I don't like is that game forgets my settings, like resolution for example. Also there are minor graphic issues in menus, like when I set brightness, left and right edge ends with black place, is that right? No graphic issues in game itself.

I know it's lame but dunno how to run console, "~" does nothing. I got only to music menu, it's very nice.

EDIT: I looked into wiki, and ok I made new console style using windows .exe, but when run linux version after that I saw old menu again. Anyway i know where the console is.

EDIT2: Because there are two different .ini files for Windows and Linux version. Sorry.

EDIT3: Now I found it, Console in linux version is hidden under ";" key.
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« Last Edit: 01/23/09 at 10:42:03 by alzen »  

My servers:
[ALZ] Alzen's playground 1-on-1 DM [UTF] (NO PASSWORD)


Jabber ID: alzen@jid.pl

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Re: 227e found and fixed bugs
Reply #24 - 02/11/09 at 17:59:04
 
with the help of dots and casey we finally fixed another bug which appeared very very rare, but critical.
Often in the logs as:
Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward 
Critical: AActor:TonguerocessState

Necessary to say that these errors are caused by bad mapping, such as pathnodes have been removed but the mapper forgot to redefine paths. 

Anyway- Smiley


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Re: 227e found and fixed bugs
Reply #25 - 02/12/09 at 14:52:44
 
^Sounds good, Another crashing issue fixed.
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Re: 227e found and fixed bugs
Reply #26 - 02/20/09 at 10:31:26
 
- Changed "Infinite script recursion" to do a warning on log and ignore any new function calls instead of crashing the game.
Example:
Quote:
Error: test Unreal.test247 (Function Engine.Actor.Spawned:0000) Infinite script recursion (250/250 calls) detected
Error: test Unreal.test247 (Function test.test.PreBeginPlay:0000) Infinite script recursion (250/250 calls) detected
Error: test Unreal.test247 (Function Engine.Actor.BeginPlay:0000) Infinite script recursion (250/250 calls) detected
Error: test Unreal.test247 (Function Engine.Actor.PostBeginPlay:0000) Infinite script recursion (250/250 calls) detected
Error: test Unreal.test247 (Function Engine.Actor.SetInitialState:0000) Infinite script recursion (250/250 calls) detected


- Same applies with runaway loops (for, while, do/until, goto).

- Changed Actor VisibleActors and VisibleCollidingActors iterators to use PawnList instead of ActorList whenever its not executed on client and its searching for pawn based actor (this may give huge speed advantage for some older mods).
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« Last Edit: 02/21/09 at 08:34:01 by .:..: »  
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Re: 227e found and fixed bugs
Reply #27 - 02/20/09 at 11:17:13
 
250 calls already logs for infinite? Then we may get huge logs from mods who regularly make more calls.
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Re: 227e found and fixed bugs
Reply #28 - 02/20/09 at 11:19:11
 
Maybe an option to disable logging...
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Re: 227e found and fixed bugs
Reply #29 - 02/20/09 at 13:07:38
 
250 was in any version infinite. As far as I know even 2k4 doesn't have more. Increasing it may cause other trouble, like a stack overflow problem I had in the 227f test-series.
It doesn't happen that often anyway, because versions < 227 crash simply with this error message you all know how rarely that was or is.
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« Last Edit: 02/20/09 at 13:08:09 by Smirftsch »  

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Re: 227e found and fixed bugs
Reply #30 - 02/20/09 at 15:35:01
 
Hyper wrote on 02/20/09 at 11:17:13:
250 calls already logs for infinite? Then we may get huge logs from mods who regularly make more calls.

This isnt something that normally should happen, only with bugs in mods usually and this crashes on any other Unreal Engine games, but IMO a crash would be the bottom line that we should try to avoid whenever possible.
With Stack overflow it usually means some endless function call loop, lets say a broken teleporter code:
Player entered TeleporterA, teleports to B, but on contact with B it teleports back to A and from A back to B. So the loop would be APawn:TonguerocessMove > Teleporter.Touch > ULevel::FarMoveActor > Teleporter.Touch > ULevel::FarMoveActor > Teleporter.Touch etc...
This dosent mean if a code makes more than 250 calls in 1 function you'd get this error, only when function it calls, calls for next one and so on.

Quote:
Maybe an option to disable logging...

There is already, so called "Suppress" in Unreal.ini, add in "Suppress=Error" to get ride of these warnings from log.
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« Last Edit: 02/20/09 at 15:35:37 by .:..: »  
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Re: 227e found and fixed bugs
Reply #31 - 02/20/09 at 19:28:38
 
probably fixed "Throw weapon" bug, mostly known from Infiltration.
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Re: 227e found and fixed bugs
Reply #32 - 02/20/09 at 21:25:47
 
.:..: wrote on 02/20/09 at 10:31:26:
- Changed "Infinite script recursion" to do a warning on log and ignore any new function calls instead of crashing the game.

Now let's all hope that doesn't propagate bad coding in the future as a side effect. We all know some ugly scriptwarnings were not important in old developments simply because they may not become critical.


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Re: 227e found and fixed bugs
Reply #33 - 02/21/09 at 00:00:59
 
Smirftsch wrote on 02/20/09 at 13:07:38:
250 was in any version infinite. As far as I know even 2k4 doesn't have more. Increasing it may cause other trouble, like a stack overflow problem I had in the 227f test-series.
It doesn't happen that often anyway, because versions < 227 crash simply with this error message you all know how rarely that was or is.


Oh, nevermind. I think I am mistaken with the "Runaway loop detected (over 10000000 iterations)" crash.
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Re: 227e found and fixed bugs
Reply #34 - 02/21/09 at 08:40:00
 
Zombie wrote on 02/20/09 at 21:25:47:
.:..: wrote on 02/20/09 at 10:31:26:
- Changed "Infinite script recursion" to do a warning on log and ignore any new function calls instead of crashing the game.

Now let's all hope that doesn't propagate bad coding in the future as a side effect. We all know some ugly scriptwarnings were not important in old developments simply because they may not become critical.

At least we don't need to suffer from this situation anymore where many players are having fun and suddenly server disappears just because that 1 weapon or monster caused some loop crash (combined with something else in the game). But yeah, these things still should be avoided as much as possible, as they may cause some bad FPS dropdowns.
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Re: 227e found and fixed bugs
Reply #35 - 02/21/09 at 19:09:31
 
Off-Topic replies have been moved to this Topic.
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Re: 227e found and fixed bugs
Reply #36 - 02/26/09 at 16:03:10
 
Small HUD fix:
-Fixed TeamChat messages to show sender player name aswell as show the message in yellow rather than white.
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Re: 227e found and fixed bugs
Reply #37 - 03/18/09 at 21:16:12
 
- Fixed Volumetric lighting to not mess up when being "overused" (as example with Aura weapons).
- Fixed a script warning that Fly and SinglePlayer(game) would sometimes cause.
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Re: 227e found and fixed bugs
Reply #38 - 03/21/09 at 12:02:15
 
- Linux client crashed when doing disconnect, fixed.
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Re: 227e found and fixed bugs
Reply #39 - 03/29/09 at 16:23:03
 
- Fixed warning spamming from default ScoreBoard when 16+ players/bots.
- Fixed a script warning that could sometimes happen from TriggerLights.
- Removed mesh light specularity (which made mesh actors 'highlight' in the enviroment).
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