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Author Topic: Server getting off by itself  (Read 16895 times)
jaypur
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« on: July 07, 2009, 09:43:27 AM »

Look, that has happened to me twice, and now i got the error message:

received signal 11, existing...
Server Shutdown (signal caught)
sending heartbeat...
sending heartbeat...
Shut Down game
Shut Down game

AAs shutdown
--Server shutdown (server fatal crashed: VM_Free (qagame) on running vm)--
sending heartbeat...
sending heartbeat...
Shut Down game
Shut Down game
rrecursive error after: VM_Free (qagame) on running vm


what can it be?
« Last Edit: July 07, 2009, 09:57:18 AM by jaypur » Logged

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Falkland
Member


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Posts: 590


« Reply #1 on: July 07, 2009, 10:21:02 AM »

Look, that has happened to me twice, and now i got the error message:

received signal 11, existing...
Server Shutdown (signal caught)
sending heartbeat...
sending heartbeat...
Shut Down game
Shut Down game

AAs shutdown
--Server shutdown (server fatal crashed: VM_Free (qagame) on running vm)--
sending heartbeat...
sending heartbeat...
Shut Down game
Shut Down game
rrecursive error after: VM_Free (qagame) on running vm


what can it be?

Signal 11 -> Segmentation Fault ... have u eventually recompiled your engine ?
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jaypur
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Posts: 54



« Reply #2 on: July 07, 2009, 11:18:26 AM »

Look, that has happened to me twice, and now i got the error message:

received signal 11, existing...
Server Shutdown (signal caught)
sending heartbeat...
sending heartbeat...
Shut Down game
Shut Down game

AAs shutdown
--Server shutdown (server fatal crashed: VM_Free (qagame) on running vm)--
sending heartbeat...
sending heartbeat...
Shut Down game
Shut Down game
rrecursive error after: VM_Free (qagame) on running vm


what can it be?

Signal 11 -> Segmentation Fault ... have u eventually recompiled your engine ?

no, i haven't done anything...


maybe is the internet connection?
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Falkland
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Posts: 590


« Reply #3 on: July 07, 2009, 11:24:27 AM »

Quote from : http://www.bitwizard.nl/sig11/

Quote
QUESTION

Signal 11, what does that mean?
ANSWER

Signal 11, or officially know as "segmentation fault", means that the program accessed a memory location that was not assigned. That's usually a bug in the program.
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jaypur
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« Reply #4 on: July 07, 2009, 11:34:46 AM »

Quote from : http://www.bitwizard.nl/sig11/

Quote
QUESTION

Signal 11, what does that mean?
ANSWER

Signal 11, or officially know as "segmentation fault", means that the program accessed a memory location that was not assigned. That's usually a bug in the program.

so it means i can't do anything to fix it, because i don't no anything about programming Sad

thanks for your help man!
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dash9
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« Reply #5 on: July 07, 2009, 06:39:56 PM »

so it means i can't do anything to fix it, because i don't no anything about programming Sad
How did you start the server, what command did you use? Does it happen randomly? How often? What linux distribution are you using?
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Cacatoes
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« Reply #6 on: October 29, 2009, 06:30:22 AM »

Quote
Kill: 0 2 7: Big^1MAC killed Dark by MOD_ROCKET_SPLASH
Kill: 0 1 6: Big^1MAC killed Ujco by MOD_ROCKET
Kill: 2 0 6: Dark killed Big^1MAC by MOD_ROCKET
Kill: 0 1 7: Big^1MAC killed Ujco by MOD_ROCKET_SPLASH
Kill: 1022 2 14: <world> killed Dark by MOD_WATER
say: Dark: So why can not I breath water?
Dark^7^Y: So why can not I breath water?
----- Server Shutdown (Signal caught) -----
Sending heartbeat to dpmaster.deathmask.net
Sending heartbeat to dpmaster.deathmask.net
==== ShutdownGame ====
ShutdownGame:
------------------------------------------------------------
AAS shutdown.
----- Server Shutdown (Server fatal crashed: VM_Free(qagame) on running vm) ----
-
Sending heartbeat to dpmaster.deathmask.net
Sending heartbeat to dpmaster.deathmask.net
==== ShutdownGame ====
ShutdownGame:
recursive error after: VM_Free(qagame) on running vm
(END)

Happens on some Allrockets, FFA, where I have bots running. I stopped that server for a while because I knew it crashed often. The map on which it crashed was oa_dm7.
Binaries used are the ones which come with OA 0.8.1, I don't know if the problem persists with actual binaries.

Onykage had the same error message with a custom map: http://openarena.ws/board/index.php?topic=2499.0 but maybe in our case it crashes randomly, I'm still unsure.
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Falkland
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« Reply #7 on: October 29, 2009, 09:19:46 AM »

Quote
...
----- Server Shutdown (Signal caught) -----
...

What kind of Signal ?
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misantropia
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« Reply #8 on: October 29, 2009, 01:53:26 PM »

It's a bug at any rate because programs should never die with a SIGSEGV. Run it through valgrind or gdb (and be sure to type `backtrace` after the crash) and post the stack trace, it might tell a developer something.
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sago007
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« Reply #9 on: October 29, 2009, 03:29:43 PM »

Run it through valgrind or gdb
As far as I know neither valgrin or gdb will provide useable results unless the game logic is compiled as .dll/.so/.dynlib files as signals sent from the virtual machine are virtually unreadeble.
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misantropia
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« Reply #10 on: October 30, 2009, 12:12:59 PM »

If by 'signals' you mean stack traces then yes, I concur. However, the error need not originate in the VM itself but may be caused in the engine while it's executing a system trap.
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andrewj
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« Reply #11 on: October 30, 2009, 05:08:24 PM »

It's a bug at any rate because programs should never die with a SIGSEGV.
I totally agree, but making the quake3 VM robust against bad memory accesses would slow it down, perhaps significantly.

[Seeing that today's computers are much faster than 10 years ago when Q3A came out, then I personally would opt for the slower and more robust VM]
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RMF
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« Reply #12 on: November 04, 2009, 01:14:23 AM »

Quote
maybe is the internet connection?
You can also run a server without inet connection to see if it happens again
« Last Edit: November 14, 2009, 02:19:52 PM by RMF » Logged
davidd
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[Z] server maintainer


« Reply #13 on: November 10, 2009, 03:59:10 PM »

if you have a mapchange in the nextmap with an mapname that is wrong, than something weird happens.
no mapchange happens, and players remain stuck at the endscreen. (note, no map_restart is prolly the cause of this)
instead, the server detects that no players are playing, and spawns a new set of bots,
and sometimes it makes the server crash.

I found out the hard way: doublecheck the mapnames in your mapcycle, and check them precisely for the _ because the mapnaming is quite inconsistant in openarena.
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RMF
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« Reply #14 on: November 14, 2009, 02:21:13 PM »

or redownload openarena, sometimes the download knock down some bits (i got that sometimes, programs dont work.. but a redownload does miracles)
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