Sketch Posted June 7 Posted June 7 Game keeps crashing for our players when we run the new Odessa map. We had 84 players on the server. The mission runs for about 30-40 minutes and then crashes. We ran the mission multiple times, and each time it crashed. If DServer were to give out logs, I could give you the log files. However, that's not the case. I know this sounds crass, but we know what we're doing when it comes to making missions. We've made over 100+ missions since 2016. The Odessa map seems to be the issue. Please take a look at the provided mission file and see why it's crashing. Thanks. Multiplayer Mission: Operation_Barbarossa_July_1941.zip 1 2
1CGS Han Posted June 7 1CGS Posted June 7 Hello. Its only happens on Odessa map? Does it Crash if there are no clients on the server? Can you determine any kind of events in game mission happens right before the crash? 2
Sketch Posted June 7 Author Posted June 7 1 hour ago, Han said: Its only happens on Odessa map? Yes. Only on the Odessa map. The mission is supposed to last three hours, but has crashed every time so far. Our other curated missions, which use the same mission design logic, do not crash. Stats page of other missions lasting the three hour time limit: https://combatbox.net/en/missions/?tour=129&page=2 While you have the Odessa mission above, let me also provide other missions that work fine on our server. These share the same logic as the Odessa one. In_Which_We_Serve_July_1943.zip - A mission on Normandy using the exact same logic as our Odessa mission. Mitchells_Men_Mar_1945.zip - A mission on Rhineland that uses AI bombers (this is one of our most complex missions, and it runs flawlessly.) Crossing_the_Rhine_Mar_1945.zip - Another Rhineland mission. This one also uses the exact same logic as the Odessa mission. We have many more missions that I can provide that we've created for Combat Box. They are using the same logic as the Odessa mission, and they all seem to run fine. 1 hour ago, Han said: Does it Crash if there are no clients on the server? It did crash one time, at 1 minute with zero players on the server. Which I've highlighted purple from our stats page. 1 hour ago, Han said: Can you determine any kind of events in game mission happens right before the crash? It seems to happen randomly. There does not seem to be any specific in game event that is causing it to crash. (I would have removed that event already, if that was the case.) From our stats page, it seems that the mission is crashing somewhere between the 20 minute mark and the hour mark. The mission is supposed to last three hours. (The other missions that did not last that long were forced stopped so we could play the Operation Barbarossa mission.) Here's the mission times based off our stats website: I'm not sure if this is helpful, but I have a track file of one of the times it crashed. https://drive.google.com/file/d/1iWBDbVFKpuB0WguVRUnqxg3tY1Y5PUxK/view?usp=sharing I'm not sure what else I can provide, but I'm happy to give you any additional information, meet via voice, or in any other way help resolve this issue. Thank you. 1
1CGS Han Posted June 9 1CGS Posted June 9 We're now trying to find the way to reproduce the issue. Also, have you or your friends - have you experienced Crash on Odessa map in Single Player?
1CGS Han Posted June 9 1CGS Posted June 9 Also, as first suggestion - can you please remove folloving objects from your mission (there are several of them): kp_fence100a kp_fence50a kp_well_1 od_akkerman does this changes anything?
Sketch Posted June 9 Author Posted June 9 3 hours ago, Han said: We're now trying to find the way to reproduce the issue. Also, have you or your friends - have you experienced Crash on Odessa map in Single Player? We have not really played it in Single Player, sorry. 2 hours ago, Han said: Also, as first suggestion - can you please remove folloving objects from your mission (there are several of them): kp_fence100a kp_fence50a kp_well_1 od_akkerman does this changes anything? I will try this today, and report back our findings. 1
1CGS Regingrave- Posted June 9 1CGS Posted June 9 @Sketch Could you also please provide settings and difficulty options from .sds you use on server (just copy-paste everything from it here, excluding login and password setting)? The source of the bug might be there as well. Can you also modify your mission slightly, so everything that is supposed to shoot on idle is shooting somewhere from the start? Artillery and rocket artillery may also be the source. Are any means of communicating between mission and DServer used? I recall there was some MCUs for that, because in debug I see messages about server/proxy. The issue could be in my .sds though, but also needs to be checked.
Sketch Posted June 9 Author Posted June 9 (edited) @Han Removing these assets from the mission seems to have fixed the problem! kp_fence100a kp_fence50a kp_well_1 od_akkerman We also ran an integrity check, suggested by @Regingrave-. The fences, the well, and akkernman all failed the integrity check, and they are part of the Odessa template. (I also removed the railway light, the offending small warehouse, and the pierce20x100 entities.) Once we removed them; it seems to have resolved the issue. We were able to complete the entire three hour block without any crashes! Here is a brand new mission, with only the Odessa template. As you can see it's failing integrity on the assets you pointed out Han. Great find! Object(20057:Block) >> no model file! : graphics\buildings\kp_fence100a.mgm Object(20057:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_fence100a.txt Object(20058:Block) >> no model file! : graphics\buildings\kp_fence50a.mgm Object(20058:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_fence50a.txt Object(20059:Block) >> no model file! : graphics\buildings\kp_well_1.mgm Object(20059:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_well_1.txt Object(20086:Block) >> no model file! : graphics\buildings\kp_fence100a.mgm Object(20086:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_fence100a.txt Object(20087:Block) >> no model file! : graphics\buildings\kp_fence50a.mgm Object(20087:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_fence50a.txt Object(20088:Block) >> no model file! : graphics\buildings\kp_well_1.mgm Object(20088:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_well_1.txt Object(20115:Block) >> no model file! : graphics\buildings\kp_fence100a.mgm Object(20115:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_fence100a.txt Object(20116:Block) >> no model file! : graphics\buildings\kp_fence50a.mgm Object(20116:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_fence50a.txt Object(20117:Block) >> no model file! : graphics\buildings\kp_well_1.mgm Object(20117:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_well_1.txt Object(20144:Block) >> no model file! : graphics\buildings\kp_fence100a.mgm Object(20144:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_fence100a.txt Object(20145:Block) >> no model file! : graphics\buildings\kp_fence50a.mgm Object(20145:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_fence50a.txt Object(20146:Block) >> no model file! : graphics\buildings\kp_well_1.mgm Object(20146:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_well_1.txt Object(20173:Block) >> no model file! : graphics\buildings\kp_fence100a.mgm Object(20173:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_fence100a.txt Object(20174:Block) >> no model file! : graphics\buildings\kp_fence50a.mgm Object(20174:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_fence50a.txt Object(20175:Block) >> no model file! : graphics\buildings\kp_well_1.mgm Object(20175:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_well_1.txt Object(21931:Block) >> no model file! : graphics\blocks\kp_ind_coalpile2.mgm Object(21931:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_ind_coalpile2.txt Object(21932:Block) >> no model file! : graphics\blocks\kp_ind_coalpile1.mgm Object(21932:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_ind_coalpile1.txt Object(21933:Block) >> no model file! : graphics\blocks\kp_ind_logpile_100.mgm Object(21933:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_ind_logpile_100.txt Object(21934:Block) >> no model file! : graphics\blocks\kp_ind_logpile_100.mgm Object(21934:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_ind_logpile_100.txt Object(21935:Block) >> no model file! : graphics\blocks\kp_ind_logpile_100.mgm Object(21935:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\kp_ind_logpile_100.txt Object(25298:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\od_akkerman.txt Object(25310:Block) >> no model file! : graphics\buildings\railway-light.mgm Object(41525:Block) >> no model file! : graphics\blocks\smallwarehouse.mgm Object(41525:Block) >> no script file! : LuaScripts\WorldObjects\Blocks\smallwarehouse.txt Object(42964:Ground) >> no model file! : graphics\grounds\pierce20x100.mgm 4 hours ago, Regingrave- said: Could you also please provide settings and difficulty options from .sds you use on server (just copy-paste everything from it here, excluding login and password setting)? The source of the bug might be there as well // Generated by dserver // credentials login = "" password = "" // server info ranked = 0 mode = 1 banTimeout = 1800 lobbyTimer = 60 coopQuorum = 0 allowMouseJoy = 0 ServerName = "COMBAT BOX by Red Flight" TacviewRecord = true serverDesc = "Red Flight's Combat Box hosts historically-inspired late-war scenarios, usually on the Western front. This is a server hosted" serverDesc = " in North America but with a good ping to Europe too. combatbox dot net for more info and stats." // SRS comm server IP:Port ("255.255.255.255:1234") or URL:Port ("srs.comm.host.com:1234") srsCommServer = "srs.combatbox.net:6002" // connection settings protection = "" maxClients = 85 maxClientPing = -1 ExternalIP = ServerIP = "" DownloadLimit = 150000 UploadLimit = 150000 DownloaderPort = 28200 TCPPort = 28300 UDPPort = 28300 // remote console settings RconStart = 1 RconIP = "" RconPort = RconLogin = "" RconPassword = "" // mission rotation data ShutdownLoads = 1 [rotation] random = false file = "Dogfight\Alonzo\Legend_of_Y29\Legend-of-Y-29-Jan-1945" [end] // preset and advanced settings preset = 0 // preset: server related killNotification = 0 //turned off kill notifications based on player feedback in the suggestions channel Aug 31 2021 - Sketch friendlyFireReturn = 0 finishMissionIfLanded = 1 lockPayloads = 1 lockSkins = 0 lockFuelLoads = 0 lockWeaponModes = 1 lockPlayerTankAIaimAtObj = 0 lockInjectors = 1 penaltyTimeout = 10 respawnTimeout = 0 coalitionChangeTimeout = 120 finishMissionTimeout = 5 missionEndTimeout = 60 idleKickTimeout = 600 tdmPointsPerRound = 10000 tdmRoundTime = 10800 coalitionsBalancer = false allowMarshals = false useMarshalsRestriction = true // preset: mission related objectIcons = false navigationIcons = false aimingHelp = false courseWeaponsAimingHelp = false padlock = false simpleDevices = false techChatMessages = true techChatAdvices = false allowSpectator = false allowExtCamPlayer = false allowExtCamSpectator = false easyFlight = false autoCoordination = false autoThrottle = false autoPilot = false autoThrottleLimit = false autoMix = false autoRadiator = false noMoment = false noWind = false noMisfire = false noBreak = false invulnerability = false simplePhysiology = false unlimitFuel = false unlimitAmmo = false engineNoStop = false hotEngine = true alterVisibility = false 4 hours ago, Regingrave- said: Can you also modify your mission slightly, so everything that is supposed to shoot on idle is shooting somewhere from the start? Artillery and rocket artillery may also be the source. I'm not sure what you mean by this? The artillery and rocket trucks begin shooting once a player is near them (via Checkzone -> spawn in -> onSpawned Report -> Attack Ground via Command:AttackArea). We do this to keep server performance high, and DServer tick rate as low as possible. Did you mean that you want the artillery and rocket trucks to fire as soon as the mission begins? 4 hours ago, Regingrave- said: Are any means of communicating between mission and DServer used? I recall there was some MCUs for that, because in debug I see messages about server/proxy. The issue could be in my .sds though, but also needs to be checked. Yes, we have multiple RCON connects to the server. I'd rather not discuss what the RCON connections do publicly, but I can discuss them through DM. Edited June 9 by Sketch
Sketch Posted June 9 Author Posted June 9 Here is the updated mission file, that no longer has the offending block entities. Operation_Barbarossa_July_1941.zip
1CGS Han Posted June 10 1CGS Posted June 10 14 hours ago, Sketch said: Removing these assets from the mission seems to have fixed the problem! kp_fence100a kp_fence50a kp_well_1 od_akkerman Oh my... Hopefully this was the real reason. Let's see how it will go further. Please keep @LukeFF informed. 2
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