Author Topic: Vanilla crash  (Read 7854 times)

Offline peewee_RotA

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Vanilla crash
« on: August 04, 2011, 03:31:34 AM »
Crash today at 6:28am(eastern)

Br0nco was cut in half by David Allan Coe's chaingun
Br0nco was cut in half by David Allan Coe's chaingun
Mongo was cut in half by villa's chaingun
Server exited: Game Error: ED_Alloc: no free edicts
Disconnected by server!


Pretty sure it was from inf ammo and someone dropping too many nades
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Offline Whirlingdervish

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Re: Vanilla crash
« Reply #1 on: August 04, 2011, 08:35:31 AM »
perhaps a cvar to block the ability to drop ammo in the ts ffa mod or a modification to the +ia code that enables that by default?

since it is FFA, there's not much of a reason to be dropping items unless you're one of the teamcamping scum, and with infinite ammo on, there is exactly no reason to drop ammo. When you pick up a wep it has all the ammo you will ever need.

 :humm:
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Offline X7

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Re: Vanilla crash
« Reply #2 on: August 04, 2011, 08:50:43 AM »
easy crash todo with DF_INFINITE_AMMO on

Quote
[04/Aug/2011 06:37:19] <@quadz> hmm... players have been spamming +ia nades for years, so it's not obvious to me there was a specific intent to crash the server.... so all i can think of at the moment is either disable +ia or debug the server code to eliminate the crash potential :/

ERROR: Ran out of configstrings while attempting to add XXX
ERROR: SV_FindIndex: overflow finding index for models XXX















 :ban:








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Offline fdrjk

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Re: Vanilla crash
« Reply #3 on: August 04, 2011, 10:31:14 AM »
 :sorry:  :lolsign:

Whenever someone +ia's a map, I always find myself dropping nades everywhere, and the map gets covered in them.  :evilking:

But that was a different game, and it was probably someone else doing it.
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Offline jägermonsta

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Re: Vanilla crash
« Reply #4 on: August 04, 2011, 10:33:56 AM »
crashed into chocolate and made twist
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Offline peewee_RotA

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Re: Vanilla crash
« Reply #5 on: August 04, 2011, 10:34:05 AM »
:sorry:  :lolsign:

Whenever someone +ia's a map, I always find myself dropping nades everywhere, and the map gets covered in them.  :evilking:

But that was a different game, and it was probably someone else doing it.

I was up and playing q2 that early because my 5 year olds decided to wake up the whole house at 5:00am. So based on age similarities, it's very possible that you were there.  :razzberry:
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Offline jägermonsta

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Re: Vanilla crash
« Reply #6 on: August 04, 2011, 10:35:09 AM »
we use to crash the old sheridan back in the day by dumping shit tons of gear between closing doors making it explode
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Offline |iR|Focalor

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Re: Vanilla crash
« Reply #7 on: August 04, 2011, 10:54:12 AM »
I know some people do it for just for fun. On a map as large as slideways_dm, I don't think dropping that many grenade models is gonna necessarily lag someones video unless they have a pretty old machine. I don't think that's what this guy (mongo) was trying to do either, nor do I think he was trying to go for a server crash.

Is there some way to just limit the number of grenade models? Like once the number of dropped grenade models on a map hits lets say 100, it makes the #1 dropped grenade model disappear (only 100 grenade models are ever visible at any point) so as to avoid crashing the server?
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Offline Whirlingdervish

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Re: Vanilla crash
« Reply #8 on: August 04, 2011, 11:43:17 AM »
the efficient solution in terms of coding is probably creating a flag and a single conditional statement that disables drop entirely in +IA mode when the map begins.

something counting the number of nades on every server cycle could stand the chance of adding a lot of overhead and slowing the server down
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Offline X7

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Re: Vanilla crash
« Reply #9 on: August 04, 2011, 12:02:26 PM »
and ex: on map city3.bsp

this still does it with the LOX MOD

indexstats

DM - city3.bsp
CS_MODELS     : 251
CS_SOUNDS     : 122
CS_LIGHTS     : 13
CS_IMAGES     : 40
CS_ITEMS      : 103
CS_PLAYERSKINS: 1
CS_GENERAL    : 0

SP-Coop - city3.bsp
CS_MODELS     : 241
CS_SOUNDS     : 187
CS_LIGHTS     : 20
CS_IMAGES     : 33
CS_ITEMS      : 113
CS_PLAYERSKINS: 1
CS_GENERAL    : 0

to many models you get:
ERROR: Ran out of configstrings while attempting to add XXX
ERROR: SV_FindIndex: overflow finding index for models XXX

out of configstrings / overflow finding index

server will crash...    :ubershock:
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Offline Zeppelin

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Re: Vanilla crash
« Reply #10 on: August 04, 2011, 12:09:20 PM »
I did that alot in coop before, dropping tons of invulns when i was walking, and droppings tons of stuff in lifts to explode.
never seen any crash

 :exqueezeme:
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Offline jägermonsta

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Re: Vanilla crash
« Reply #11 on: August 04, 2011, 12:12:29 PM »
i think dumpin tons of shit in lava crashed old sheridan too but maybe I was just stoned on drugs
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Offline console

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Re: Vanilla crash
« Reply #12 on: August 04, 2011, 01:09:47 PM »
the efficient solution in terms of coding is probably creating a flag and a single conditional statement that disables drop entirely in +IA mode when the map begins.

Back when +ia was added to mymap, and we started seeing the nade droppage, I considered the following tweak:

If infinite ammo is enabled, then dropping ammo means: you just drop a single 'nade, and your inventory would go to zero.  You pick the nade back up, you get 50 (infinite.)

It'd be simple to implement, but what stopped me was the realization I'd have to make this change to every mod... vanilla, xatrix, coop, etc.

But, I guess I could start with vanilla.


something counting the number of nades on every server cycle could stand the chance of adding a lot of overhead and slowing the server down

What I'd probably do is add code at the point where the game is freaking out about "ED_Alloc: no free edicts" or "Ran out of configstrings", to call a "garbage collect" routine that would delete the oldest dropped item(s) until it recovered the space it needed.  (But... it may be the server would still have to communicate with the mod to obtain this info.)


Regards,

:throw:
« Last Edit: August 04, 2011, 01:12:37 PM by console »
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Offline Whirlingdervish

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Re: Vanilla crash
« Reply #13 on: August 04, 2011, 01:16:22 PM »
is there an easy way to differentiate between a spawned or dropped item?
I haven't looked at the source so I'm not sure if they just get dumped into a single array with hard coded size in the order they are created in-game or if models are handled a bit more intelligently based on what they are.

 :exqueezeme:
« Last Edit: August 04, 2011, 01:18:00 PM by Whirlingdervish »
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Offline X7

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Re: Vanilla crash
« Reply #14 on: August 04, 2011, 01:22:44 PM »
the efficient solution in terms of coding is probably creating a flag and a single conditional statement that disables drop entirely in +IA mode when the map begins.

Back when +ia was added to mymap, and we started seeing the nade droppage, I considered the following tweak:

If infinite ammo is enabled, then dropping ammo means: you just drop a single 'nade, and your inventory would go to zero.  You pick the nade back up, you get 50 (infinite.)

It'd be simple to implement, but what stopped me was the realization I'd have to make this change to every mod... vanilla, xatrix, coop, etc.

But, I guess I could start with vanilla.


something counting the number of nades on every server cycle could stand the chance of adding a lot of overhead and slowing the server down

What I'd probably do is add code at the point where the game is freaking out about "ED_Alloc: no free edicts" or "Ran out of configstrings", to call a "garbage collect" routine that would delete the oldest dropped item(s) until it recovered the space it needed.  (But... it may be the server would still have to communicate with the mod to obtain this info.)


Regards,

:throw:


This will only fix ammo drops.

if 10 or 15 players change there to a dif skin 5 to 10 time on a map where the CS_MODELS  is close to max server will crash - out of configstrings / overflow finding index models



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