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Critical: FCollisionHash::ActorLineCheck
Posted: Sun Jan 24, 2010 10:57 pm
by Shivaxi
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::MoveActor
Critical: AActor::physFalling
Critical: APawn::performPhysics
Critical: UObject::ProcessEvent
Critical: (xMaleOne theelder01.xMaleOne0, Function Engine.PlayerPawn.ServerMove)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor xMaleOne0)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 01/24/10 05:48:55
This happened as I summoned a weapon inside geometry on my server. Matrix says it's Cheese's teleporters....but idk. It was a little to coincidental to me.
Though now looking at it...this line: "Critical: (xMaleOne theelder01.xMaleOne0, Function Engine.PlayerPawn.ServerMove)" would suggest that it is the teleporters.
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Sun Jan 24, 2010 11:01 pm
by スマイル・ドラゴン
Why have I never seen this happen in 225f?
Has this ever been attempted to be fixed in 227? One of Dots' mods caused this error a hell of alot.
And summoning alot of nali rabbits in-game on a server causes this error too...
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Mon Jan 25, 2010 12:07 am
by []KAOS[]Casey
in 225f it crashes in a different place first usually. This one is far rarer and only really happens with a lot of traces going on.
Critical: FCollisionHash::ActorLineCheck < trace failure, possibly invalid actor
Critical: CheckWithActors < derp
Critical: ULevel::MultiLineCheck < perform collision checks
Critical: ULevel::MoveActor < when falling..
Critical: AActor::physFalling <-fall
Critical: APawn::performPhysics < perform specified physics
Critical: UObject::ProcessEvent < send perform physics call
Critical: (xMaleOne theelder01.xMaleOne0, Function Engine.PlayerPawn.ServerMove) <-- I am moving
from what I understand, we've {mostly} fixed this, it's better now, but it's likely a bug that's so miniscule and unfindable that it will have to stay around in some form without multiple people scanning every line of the source code to fix it..
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Mon Jan 25, 2010 6:26 am
by Smirftsch
I think the real cause of it isn't even in the native code, but in the way a map is build. So maybe not even a bug, just a result, when it tries to trace this one pixel, this border, this edge where it gets an invalid result and crashes then somewhere.
We tried with a couple of different checks to catch at least the obviously invalid values but if the value itself is within a valid range but invalid for the trace....*shrugs*
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Mon Jan 25, 2010 8:15 am
by []KAOS[]Casey
then we should figure out what's invalid for a trace.. hmm...
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Mon Jan 25, 2010 9:57 am
by Hyper
One of the best-kept secrets of the OldUnreal forums is the search button. It allows you to find threads from ages gone by, like these ones about this specific bug that should be fixed in 227 already:
http://www.oldunreal.com/cgi-bin/yabb2/ ... 1136640087
http://www.oldunreal.com/cgi-bin/yabb2/ ... 1201262211
http://www.oldunreal.com/cgi-bin/yabb2/ ... 1200231772
http://www.oldunreal.com/cgi-bin/yabb2/ ... 1123971772
By the way: Why does the search default to only search topics from last week? That's rediculous and requires a re-search every time you don't set it properly manally.
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Mon Jan 25, 2010 11:58 am
by mentalhunter
Yea, i also have this error often, it's definetly not just cheese's teleporters.
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Mon Jan 25, 2010 4:35 pm
by Smirftsch
Since the fixes we made it didn't happen for me at all anymore and I got no other reports so far.
IF anyone can gimme a reliable way to reproduce it I surely will have a look again, but it's probably fixed as much as possible already and if happening at all anymore it should be some very rare exception or weird mod or maybe some f*cked map.
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Mon Apr 05, 2010 11:18 pm
by Hyper
I had this old error again in Unreal 227:
Code: Select all
JCoopZ: All inventory from Galaxyburner is accepted
JCoopZ: LOGIN COMPLETE: Galaxyburner -- IP Address: 84.56.176.158
JCoopZ: PostLogin(): Score entry added: 0 Galaxyburner
JCoopZ: Current Score Table contents:
JCoopZ: 0: Galaxyburner
DevNet: Join succeeded: Galaxyburner
JCoopZ: ** Player: Galaxyburner -- LocalID: 892396448 -- PlayerUID: -1162682931
Warning: Dung klingon-13.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 48 79 17 2 8 0
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: AActor::ProcessState
Critical: Object Dung klingon-13.Dung1, Old State State UnrealShare.ScriptedPawn.wandering, New State State UnrealShare.ScriptedPawn.wandering
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 04/04/10 03:55:46
It may have something to do with the updated Aura mod I installed recently. But at least this proves that the error has not been completely fixed in u227f.
AuraArmy1.Dung (pawn)
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Tue Apr 06, 2010 9:37 am
by Smirftsch
wondering how many bugs would have been undiscovered if we wouldn't have Aura

Well, Aura has a very high chance of causing crashes because it pushes many limits to the max.
The problem is caused due a trace failure of unknown origin. Maybe just some overflow, maybe some "micro" bsp hole, maybe...you get the point.
I added some more validity checks again but its plain impossible to catch it every time without knowing the exact cause- while if assuming the problem is caused by the map building process (as explained above) it can't be fixed 100% anyways.
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Tue Apr 06, 2010 3:08 pm
by Hyper
wondering how many bugs would have been undiscovered if we wouldn't have Aura

[...]
If only the Epic developers would have had Aura back in the days when they created Unreal...
But yeah, Aura seems to be a pretty good mod to discover those dark dusty caves of the Unreal engine. Especially if accompanied by some weird server admin who has the mission-impossible to get it running stable. ::)
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Tue Apr 06, 2010 3:56 pm
by Smirftsch
did you try it with 227g yet?
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Tue Apr 06, 2010 4:00 pm
by []KAOS[]Casey

227g_22; conformed{makes it less stable!} and 30 days uptime with the master mod, which is pretty much just as if not more crazy as aura with projectile spam
I should change to 227g_25 soon
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Tue Apr 06, 2010 8:31 pm
by Hyper
did you try it with 227g yet?
Yes, but it was a failure. As I said it only makes sense to update my server to 227g if I can accept the common 227 clients, which is currently 227f.
With that already said I was recommended to use the conform option to allow 227f clients to connect to my 227g server, but this fouled up the installation.
Detailed explanation: u227f is by far the most common client version nowadays, so denying it is no option anymore. I can update to 227g if there is a public 227g client around.
It makes little sense to test it myself, because the problems I report can take days and often weeks before they occur. And they most likely occur mostly when there are players around. (with monsters hunting and projectiles flying around)
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Tue Apr 06, 2010 10:35 pm
by []KAOS[]Casey
http://www.klankaos.com/227g25ConformedSystem.rar
try using those .us I just conformed. Just copy into /System. Any 227g user who wants to connect to your server will need these.
and also note they will be inherently useless without 227g_25 .exe/dll
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Wed Apr 07, 2010 3:07 pm
by Hyper
http://www.klankaos.com/227g25ConformedSystem.rar
try using those .us I just conformed. Just copy into /System. Any 227g user who wants to connect to your server will need these.
and also note they will be inherently useless without 227g_25 .exe/dll
Great! this one works fine.
I updated all my servers to 227g25 and I can still accept 227f clients now. This allows me to test 227g in a live environment. Ty.
Re: Critical: FCollisionHash::ActorLineCheck
Posted: Fri Apr 09, 2010 5:45 am
by Smirftsch
I went all through these functions (there are 3 related) and modified them slightly with some more validity checks. Lets see if this is maybe able to get rid of it entirely.