Author Topic: Tastyspleen Coop server crash  (Read 485 times)

Offline |iR|Focalor

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Tastyspleen Coop server crash
« on: September 16, 2019, 12:47:44 PM »
Was on Coop a minute ago with 2 or 3 other guys I'm not familiar with. Out of nowhere, this happened:
Quote
Upper Palace
::tastyspleen.net::
Refusing to check a path with .. (models/monsters/tank/../ctank/skin.pcx)
Refusing to check a path with .. (models/monsters/tank/../ctank/pain.pcx)
Warning, texture 'REGION' not in a sub-directory
Warning, texture 'REGION' not in a sub-directory
Warning, texture 'REGION' not in a sub-directory
Warning, texture 'REGION' not in a sub-directory

WARNING: A cl_maxfps value of over 100 is strongly discouraged
R1Q2 separates network and rendering so a cl_maxfps value > 30
is rarely needed. Use r_maxfps to control maximum rendered FPS

Stoneclad entered the game
anticheat Stoneclad is not using anticheat.
GiMpTroN_69 entered the game
anticheat GiMpTroN_69 is not using anticheat.
Solly tried to invade WallFly[BZZZ]'s personal space
WallFly[BZZZ] entered the game
anticheat WallFly[BZZZ] is not using anticheat.
rven entered the game
anticheat rven is not using anticheat.
Solly disconnected
rven died.
You have found a secret area.
rven died.
GiMpTroN_69 almost dodged Stoneclad's rocket
This force field is activated
by the communication laser.
GiMpTroN_69 died.
Server exited: SV_FindIndex: overflow finding index for
models/weapons/v_hyperb/tris.md2
Disconnected by server!


It restarted normally as expected. I seem to recall seeing something like that when someone spammed grenade ammo drops all over the place to crash the server, but never with a hyperblaster model.
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Offline ImperiusDamian

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Re: Tastyspleen Coop server crash
« Reply #1 on: September 18, 2019, 03:14:57 PM »
That's... distinctly odd. I've never had that happen in Q2! Sounds like the server's OWN copy of the hyperblaster model caused it to crash!  :shifteyes: :exqueezeme:
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Offline |iR|Focalor

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Re: Tastyspleen Coop server crash
« Reply #2 on: September 19, 2019, 01:27:44 AM »
I'm assuming someone else connected at the time started spamming hyperblaster weapon drops or something. I seem to remember an occasion years ago where krenz did something similar spamming drops for the hyperblaster or cells ammo or something.
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Offline ImperiusDamian

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Re: Tastyspleen Coop server crash
« Reply #3 on: October 01, 2019, 03:09:19 PM »
I'm assuming someone else connected at the time started spamming hyperblaster weapon drops or something. I seem to remember an occasion years ago where krenz did something similar spamming drops for the hyperblaster or cells ammo or something.

Do silly ass people really pull that shit??
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Offline QwazyWabbit

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Re: Tastyspleen Coop server crash
« Reply #4 on: October 01, 2019, 09:11:29 PM »
I don't think you can crash a server by spamming just one model but you might be able to do it by spamming different new models. The model indexes are assigned as models are needed up to the limit of the game and if a model already exists in the array it isn't added to the indexes. (You can't fill the array by spamming the same model name.)

Coop mode has always been a little unstable in my experience. The original game was all about a single player with monsters and items in the maps and as long as the maps didn't go over the model limit minus one for the player everything was hunky-dory. The player and map entities are reserved during initialization and the map model indexes are assigned as models are spawned during map load. Load a server with multiple players and monster models and you've got a big load.

The error recovery in Q2 was always a bit thin. It'll crash and report a hard error rather than try to discard and replace items and spend time managing memory or entities. It just wasn't designed for that at the inception. Speed and size on a i386/i486 was the design limitation of the time.

It sounds to me more like you had a larger map and lots of entities in that map and the spawning of a hyperblaster was enough to take it over the limit. I don't remember the bsp name for the Upper Palace (edit: it's city3) but I know that one was a heavyweight map even for DM.

Additionally, when they added VWEP to the game they used index 255 for it and depleted the pool by one.

To diagnose this error the "configstrings.txt" file is dumped by the server into it's root when it happens and might be helpful.

QW
« Last Edit: October 02, 2019, 08:20:09 PM by QwazyWabbit »
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Admin

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NoBugsOnMe

August 03, 2020, 11:10:39 PM

Punk_FAS

August 03, 2020, 11:58:12 AM
Nice. I didn't know there was such a thread. Thanks :)
 

quadz

August 03, 2020, 11:37:31 AM
Shoutbox isn't the place for rehashing this. Here's the thread about DM server spawn farthest from 2006/2007:

http://forum.tastyspleen.net/quake/index.php?topic=2932.0

Punk_FAS

August 03, 2020, 11:21:37 AM
but that's *NOT what the DM server is supposed to cater to

Punk_FAS

August 03, 2020, 11:21:09 AM
It's not ideal for 1v1 situations, but that's what the DM server is supposed to cater to. Also, there are 7 other maps besides DM4 (actually 8 for the automatic mymap map between dm8 and dm1). I think there are more positives than negatives.

Punk_FAS

August 03, 2020, 11:20:06 AM
It happens to better players too. I know I've been in first, or second place, only to die and spawn right next to the other leading player multiple times in a row, and having to dodge rockets in a narrow corridor without any weapons myself (other than blaster).

It's not the best for 1v1 situation

Punk_FAS

August 03, 2020, 11:17:56 AM
I saw a clearly-new player earlier, and it spawned him like 3 or 4 times in a row right next to a better player. Instant death each time they spawned. I imagine that can be discouraging and frustrating, particularly when someone is trying to get a handle on the game. Spawn farthest would avoid this.
 

quadz

August 03, 2020, 10:29:41 AM
Might be interesting to code a hybrid spawn function that doesn't focus on "farthest" so much as avoiding the few most congested spawn points?

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