L4D2 Server Crash
What the reason this crash?
Code:
server_srv.so!CSoundPatch::ChangePitch(float, float) + 0x6 Please, help me.. |
Re: L4D2 Server Crash
It's actually...
Chainsaw crashes server after update ~2.1.4.3 Full dump: Code:
0 server_srv.so!CSoundPatch::ChangePitch(float, float) + 0x6 Any ideas?... :( |
Re: L4D2 Server Crash
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Re: L4D2 Server Crash
Remove chainsaw - no crashes :) But I would like to find ways to fix it, possibly through NormalSHook?
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Re: L4D2 Server Crash
The problem is still relevant. New crash dump:
Code:
0 server_srv.so + 0x48d1a6 Code:
.text:0048D1A0 ; Attributes: bp-based frame Code:
.text:0048D1A6 83 48 50 02 or dword ptr [eax+50h], 2 |
Re: L4D2 Server Crash
Best solution would be to limit the number of players that can use chainsaws and check if the current number of players equipped with chainsaw reaches the limit. If so, kill the entity.
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Re: L4D2 Server Crash
You disassembled server_srv.so by IDA ?
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Re: L4D2 Server Crash
Can someone understand this problem? It is still relevant (for those who have not given up chainsaws). Valve ignores this problem :(
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Re: L4D2 Server Crash
Quote:
I had a similar problem while running this over a few hours OnTakeDamage would become expensive causing what you showed(server would stall var would spike alot ending in crash) but would be an event crash. After removing any thing to do with the mutation system and DirectorOptions<- call i no longer have crashing problem due to damage or any type of perf degradation overtime https://forums.alliedmods.net/showthread.php?p=2589396 this was a workaround Hope it atleast helps.
Spoiler
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Re: L4D2 Server Crash
No, I do not use the mutation system.
I tried to block all the sounds of the chainsaw: Code:
#include <sourcemod> As I noticed, the player need only start to cut (not necessarily harming anyone), and the server crashes, and not in all cases. |
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