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Memory bug in Unreal?

To find and remove the bugs we needed every bug known in current 226. You can still review them here.
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Hyper
OldUnreal Member
Posts: 3558
Joined: Fri Oct 11, 2002 5:41 pm

Memory bug in Unreal?

Post by Hyper »

Does Unreal 225 have a bug in it's own memory management? If so, I would like to see it fixed in 227 if possible. I'm still investigating things, but it has become very difficult to understand.

I'll spare you of the details here, because I already have a lenghty thread here with many logs:
http://www.unrealdestination.com/clients/hyper/phpBB2/viewtopic.php?t=661

I also have an e-mail reply from Zora where she explains a few bits and possible causes:
Hi Hyper,

the only details that it gives to me is:
Why would a function try to allocate 20,474,369 bytes when it needs to load a file of only 14,890,427 bytes? That's 5,583,942 bytes too much! Since it's not a power of 2 or anything else which rings a bell the only conclusion left is that this function is buggy. Maybe in a next Nephthys version Nephthys will do that by itself instead of using an existing function.

However, I don't think that would solve your problem:

1. I assume that your system has enough (virtual and physical) memory in the moment of the memory request
2. The amount of memory requested is small compared to your system specs
3. Your Unreal server ran out of memory before it ran Nephthys web support (you can disable web support for verifying this and I'm sure your server will still crash with "out of vm" as it did before)
4. Even if the exact size isn't reasonable to me it still has to work

The only reason left imo is: The unreal internal memory structure is corrupted or even your system's memory structure. That's why requests fail after a while.

Small requests don't fail because there's some blocks allocated from the system but marked as free inside the unreal process. Small requests will be solved by those fragments. For large requests (as loading the file for checksum or computing the UPackageMap as your crashes before) a request to the system has to be made which fails due to structure corruption.

If not the entire system is compromised in those cases, it sounds to me as if the system's memory structure for only that unreal process is corrupted. This can be caused by native functions which allocated a certain size of memory but use a large size and overwrite the system's structure informations thereby. This can be caused by any native library (including Nephthys, but also others, like render dlls) but it even can be caused by the game itself (unreal.exe).

If you're interested in tracking down the cause of your problem and can't live with a crash every few weeks you should use "divide and conquer":
Run your server without as many native mods as possible and look if it still happens.
If yes, these excluded mods weren't the cause. Try to eliminate more mods then.
If it doesn't crash any more, include half of the mods again and try again (etc. etc.).
That way you should be able to determine the causing mod.

But since I neither can look into all native functions nor I have any insights into Window's memory management this is all only assumptions :p

Zora

I also have some older logs here:
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1143197204/
Last edited by Hyper on Tue Oct 10, 2006 4:13 pm, edited 1 time in total.
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Smirftsch
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Joined: Wed Apr 29, 1998 10:00 pm
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Re: Memory bug in Unreal?

Post by Smirftsch »

unreal doesnt have problems in memory management, but its not 100% clean, technically we are speaking here probably of some memory leaks. Even the original Unreal and UT does leave unallocated bytes after ending it. In 227 i try to remove whatever is possible but its highly likely that at least the first beta(s) will still have some.

The "ran out of virtual memory" problem is caused by a different problem, but we hopefully fixed this one already.
Last edited by Smirftsch on Sat Oct 14, 2006 2:55 pm, edited 1 time in total.
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