Dedicated server crashes, and possible cause
by Chris \"Hobbiticus\" Weiland · in Torque Game Engine · 09/27/2002 (3:52 pm) · 8 replies
Sorry if this is a duplicate post, but for some reason (and yes, I've tried to backtrace it myself for 2 hours) the dedicated server crashes when it loads a map.
Also, for some reason, all ConsoleMethods have ceased to "function." It says that it can't find the method, but no matter what capitalization you give it, it spits out the correct captialization.
Example:
CoNnEcT("127.0.0.1");
--> Unable to find function "connect"
or
SETfoV(120);
--> Unable to find function "setFov"
Maybe the two are related?
I have no idea what started either of these problems, but the problems are severe, and I am at a loss on how to fix them. Any suggestions would be greatly appreciated.
Also, for some reason, all ConsoleMethods have ceased to "function." It says that it can't find the method, but no matter what capitalization you give it, it spits out the correct captialization.
Example:
CoNnEcT("127.0.0.1");
--> Unable to find function "connect"
or
SETfoV(120);
--> Unable to find function "setFov"
Maybe the two are related?
I have no idea what started either of these problems, but the problems are severe, and I am at a loss on how to fix them. Any suggestions would be greatly appreciated.
#2
-J
10/01/2002 (12:09 am)
CVS that I snagged on 9/9/02 has a working dedicated server, on Windows XP...-J
#3
10/01/2002 (9:35 am)
This is in out group's build which has been in development for over a year now. And, I'm running on Windows XP, but the other members on my team who are running on 98/ME/2000 also have the same problem. I talked to some people on the GG chat last night, and they told me to go back through our cvs builds and pinpoint the problem to a specific commit. I'll try and do that when I have the time. Thanks. (But, feedback on the forums would be great too! So keep those posts coming! :) )
#4
10/01/2002 (2:38 pm)
UPDATE: I just tried to use connect() in the torque demo, and it doesn't work! Methinks gg screwed up their own console code. Let me know if anyone else has the same problem. (I also noticed that if I type GameConnection::connect() it finds the function, but if I just type connect(), which worked before, it cannot find the function)
#6
Ok, after yet another 3 hours of trying to backtrace this problem, here is what I've found:
1. The connect() ConsoleMethod does not word by itself in either our version or the SDK, but the SDK can connect to its own dedicated server, but ours times out. If you type something like GameConnection::connect("127.0.0.1"); it finds the method, but says there's the wrong number of parameters (Even though it only lists String serverAddress)
2. Our CURRENT dedicated server crashes, but the one from 8/7 does NOT. (and neither does the SDK)
3. When I replace the SDK executable with our CURRENT executable, the "SDK" (now our) dedicated server does not crash.
4. When I replace our CURRENT executable with the SDK executable, our current build (now the SDK) dedicated server does not crash.
5. Running our dedicated server without a mission name or a bad mission name makes it not crash
6. Running our dedicated server with SDK missions still causes it to crash
7. Using the build from 8/7 to run a dedicated server with our game structure directory does not crash.
10/01/2002 (3:58 pm)
BadGuy: whatever the latest source code is on the GG CVS (I think it's modified 1.1.2)Ok, after yet another 3 hours of trying to backtrace this problem, here is what I've found:
1. The connect() ConsoleMethod does not word by itself in either our version or the SDK, but the SDK can connect to its own dedicated server, but ours times out. If you type something like GameConnection::connect("127.0.0.1"); it finds the method, but says there's the wrong number of parameters (Even though it only lists String serverAddress)
2. Our CURRENT dedicated server crashes, but the one from 8/7 does NOT. (and neither does the SDK)
3. When I replace the SDK executable with our CURRENT executable, the "SDK" (now our) dedicated server does not crash.
4. When I replace our CURRENT executable with the SDK executable, our current build (now the SDK) dedicated server does not crash.
5. Running our dedicated server without a mission name or a bad mission name makes it not crash
6. Running our dedicated server with SDK missions still causes it to crash
7. Using the build from 8/7 to run a dedicated server with our game structure directory does not crash.
#7
I don't want to start a pissing contest with you, but I think you need to adjust your attitude about what is and what is not broken with the Torque code.
Before you go off stating that the code is broken, have you even taken the time to read through the current list of reported bugs? In this particular case, there is no problem with connecting to a server (using the HEAD as of 09/24/02).
1) Release_1_0_0
2) Release_1_1_0
3) Release_1_1_1
4) Release_1_1_2
5) HEAD
If you have taken it out of CVS and modified it, then you need to go back to the unmodified version and make sure it is not something you have done to the code to cause the problem. If you decide that you want to be on the bleeding edge by using the HEAD version, then you need to know what you are up against. Below is a statement from this page, which I hope you have read:
Rich
10/02/2002 (6:50 am)
Chris,I don't want to start a pissing contest with you, but I think you need to adjust your attitude about what is and what is not broken with the Torque code.
Quote:The code is not broken, but it is your understanding of the connect API that is incorrect. Take a look at this post where I explain the difference between Release_1_1_2 and the HEAD.
Methinks gg screwed up their own console code
Before you go off stating that the code is broken, have you even taken the time to read through the current list of reported bugs? In this particular case, there is no problem with connecting to a server (using the HEAD as of 09/24/02).
Quote:You should state exactly which version of Torque you are using. If you have taken it out of CVS then it can only be only be one of the following versions:
BadGuy: whatever the latest source code is on the GG CVS (I think it's modified 1.1.2)
1) Release_1_0_0
2) Release_1_1_0
3) Release_1_1_1
4) Release_1_1_2
5) HEAD
If you have taken it out of CVS and modified it, then you need to go back to the unmodified version and make sure it is not something you have done to the code to cause the problem. If you decide that you want to be on the bleeding edge by using the HEAD version, then you need to know what you are up against. Below is a statement from this page, which I hope you have read:
Quote:
The head revision may not compile or execute correctly and we strongly recommend you use one of the stable tags.
Rich
#8
(Can't load the texture where i would like to - where i am using it - because it is in game.cc, which isn't a class, so it would load the texture every frame which is a very bad thing)
10/09/2002 (12:01 pm)
Well, in case any of you are DYING to find out what this was, it happened to be my error by storing a texture in the MissionArea class for drawing the mission bounds. Just by loading that texture in the constructor, it crashes the console. So, i stuck it in the MissionAreaEditor, and everything is happy now :)(Can't load the texture where i would like to - where i am using it - because it is in game.cc, which isn't a class, so it would load the texture every frame which is a very bad thing)
Torque Owner John Quigley