fatal signal 11

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fatal signal 11

Postby shirepirate » 28 Jul 2014 02:58

this error has rendered multi-edit unplayable at all at the latest 1.4 compatible revision, r6550.
the server software crashes with this error on a very consistent basis, windows server 2008.
it doesn't seem to happen at all with other modes on the same setup? only on an edit game.

yeah yeah, it's not the latest revision. but i seriously doubt this issue has been fixed yet and no-one yet plays on later revisions because of the incompatibility. is there anything that could be done to patch it while still maintaining compatibility (i doubt it)?

this error also causes the occasional crash in some revisions in the 6000s on other game modes for no apparent reason on the player software (not the server software), though it likes to happen on the map "ghost." what's the specific reason for this error, if there is one?
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Re: fatal signal 11

Postby qreeves » 28 Jul 2014 03:49

Someone would need to get a backtrace. It is hard enough for me to maintain work on SVN let alone trying to patch a specific set of versions. It'd be better to know if this happens in SVN because a large portion of the mode and mutator handling was rewritten.
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Re: fatal signal 11

Postby shirepirate » 28 Jul 2014 06:40

i'll test a multi edit game on an updated server later this week and post results, but it has to be a generic error for it to randomly crash SVN during other modes as well (you could be playing a FFA DM game on ghost or a duel and it will crash with fatal signal 11). when it happens in edit though, it seems to often happen during map transfer from one player to another.
For every action, there is an equal and opposite reaction. For every freedom, there is a new limit. For every joy, a new sorrow. For every act of kindness, an unspeakable cruelty. Where someone succeeds, someone else fails. A new association means a new separation. Loyalty meets treachery, honor breeds disgrace, free expression yields censorship. Each piece of knowledge forms new ignorance. Even death gives rise to new life. But the balance of existence is the beginning of wisdom and discernment.
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Re: fatal signal 11

Postby freezurbern » 28 Jul 2014 13:46

Slightly related: I think it would be very beneficial for someone to write up a tutorial here or on the wiki about how to create debug Windows bins with code::blocks. On linux this is a relatively easy task, but I have had no luck on Windows.

Edit1:
Using r6665 I can't reproduce any crashes on Ghost, no matter the game mode.

Edit2: The game crashes while trying to play multiplayer, as soon as another player joins. I ran RE-dbg with the codeblocks debugger, and it spit out this:
Code: Select all
#0 00575C94   game::rescale(d=0x1e82aeb8) (C:\SVN\RedEclipse\src\game\game.cpp:997)
#1 0057664C   game::checkoften(d=0x1e82aeb8, local=false) (C:\SVN\RedEclipse\src\game\game.cpp:1070)
#2 00582F67   game::updateworld() (C:\SVN\RedEclipse\src\game\game.cpp:2872)
#3 00443746   SDL_main(argc=7, argv=0x2e71b08) (C:\SVN\RedEclipse\src\engine\main.cpp:1059)
#4 004D3950   WinMain@16(hInst=0x400000, hPrev=0x0, szCmdLine=0x1213c15 "-hhome -r -df0 -dw800 -dh600 -glog.txt", sw=10) (C:\SVN\RedEclipse\src\engine\server.cpp:1230)
#5 007A7FFB   main () (??:??)
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Re: fatal signal 11

Postby qreeves » 29 Jul 2014 04:21

Please tell me if this happens still in latest SVN.
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Re: fatal signal 11

Postby freezurbern » 29 Jul 2014 13:38

Success! Does not occur in r6666.
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Re: fatal signal 11

Postby SylvieLorxu » 29 Jul 2014 17:52

Marked resolved, moved to closed issues.
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Re: fatal signal 11

Postby freezurbern » 30 Jul 2014 21:12

Andddd it returns!
Code: Select all
#0 761143F9   strlen() (C:\Windows\syswow64\msvcrt.dll:??)
#1 006D1345   newstring(s=0x0) (shared/tools.h:1214)
#2 0076F285   verinfo::grab(this=0xe16a3a4, v=...) (D:/SVN/RedEclipse/src/game/game.h:519)
#3 00528B06   ai::init(d=0xe169e78, at=1, et=-1, on=0, sk=65, bn=1, name=0x8beca0 "constantine", tm=1, cl=11698182, md=0, vn=0x28f228 "badge") (D:\SVN\RedEclipse\src\game\ai.cpp:243)
#4 00554F64   client::parsemessages(cn=-1, d=0x0, p=...) (D:\SVN\RedEclipse\src\game\client.cpp:2785)
#5 00555D65   client::parsepacketclient(chan=1, p=...) (D:\SVN\RedEclipse\src\game\client.cpp:2968)
#6 004087B0   localservertoclient(chan=1, packet=0x31e44c0) (D:\SVN\RedEclipse\src\engine\client.cpp:227)
#7 00408A37   gets2c() (D:\SVN\RedEclipse\src\engine\client.cpp:268)
#8 00582B06   game::updateworld() (D:\SVN\RedEclipse\src\game\game.cpp:2835)
#9 00443746   SDL_main(argc=7, argv=0x16df8e8) (D:\SVN\RedEclipse\src\engine\main.cpp:1059)
#10 004D3950   WinMain@16(hInst=0x400000, hPrev=0x0, szCmdLine=0x1473d1d "-hhome -r -df0 -dw800 -dh600 -glog.txt", sw=10) (D:\SVN\RedEclipse\src\engine\server.cpp:1230)
#11 007A7FFB   main () (??:??)

Another crash, it looks the same, but maybe it has something useful I can't read.
Code: Select all
#0 761143F9   strlen() (C:\Windows\syswow64\msvcrt.dll:??)
#1 006D1345   newstring(s=0x0) (shared/tools.h:1214)
#2 0076F285   verinfo::grab(this=0xdbb797c, v=...) (D:/SVN/RedEclipse/src/game/game.h:519)
#3 00528B06   ai::init(d=0xdbb7450, at=1, et=-1, on=0, sk=71, bn=1, name=0x8beca0 "aliyah", tm=2, cl=5566919, md=1, vn=0x28f228 "badge") (D:\SVN\RedEclipse\src\game\ai.cpp:243)
#4 00554F18   client::parsemessages(cn=-1, d=0x0, p=...) (D:\SVN\RedEclipse\src\game\client.cpp:2785)
#5 00555D19   client::parsepacketclient(chan=1, p=...) (D:\SVN\RedEclipse\src\game\client.cpp:2968)
#6 004087B0   localservertoclient(chan=1, packet=0xe8e6068) (D:\SVN\RedEclipse\src\engine\client.cpp:227)
#7 00408A37   gets2c() (D:\SVN\RedEclipse\src\engine\client.cpp:268)
#8 00582B0C   game::updateworld() (D:\SVN\RedEclipse\src\game\game.cpp:2835)
#9 00443746   SDL_main(argc=7, argv=0x12df8e8) (D:\SVN\RedEclipse\src\engine\main.cpp:1059)
#10 004D3950   WinMain@16(hInst=0x400000, hPrev=0x0, szCmdLine=0x14d3d1d "-hhome -r -df0 -dw800 -dh600 -glog.txt", sw=10) (D:\SVN\RedEclipse\src\engine\server.cpp:1230)
#11 007A7FFB   main () (??:??)
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Re: fatal signal 11

Postby korsi » 31 Jul 2014 18:44

When trying to connect server that has already one player it segfaults. version 6667
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Re: fatal signal 11

Postby qreeves » 01 Aug 2014 04:35

Fixed as of r6673
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