Raised This Month: $ Target: $400
 0% 

[CS:GO] protobuf problem - Server Crash


Post New Thread Reply   
 
Thread Tools Display Modes
Author Message
Killer0561
Member
Join Date: Apr 2011
Location: Germany, Hessen, Kassel
Old 01-06-2016 , 19:14   [CS:GO] protobuf problem - Server Crash
Reply With Quote #1

Quote:
ERROR google/protobuf/descriptor_database.cc:57] File already exists in database: netmessages.proto
[libprotobuf FATAL google/protobuf/descriptor.cc:954] CHECK failed: generated_database_->Add(encoded_file_descriptor, size):
If Sourcemod and Source Python are loaded together, comes this error, and the server crashes. Someone idea? I had already parked on both sides of all plugins, but it had no effect and the crash remains.

- Killer0561
Killer0561 is offline
asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 01-08-2016 , 07:20   Re: [CS:GO] protobuf problem - Server Crash
Reply With Quote #2

Bleugh, somehow the static initializes are getting shared between SM and Source Python.

This wouldn't be a problem if they weren't using our SDK (so I like how the lead dev thinks it is SM doing something wrong), but it's an SDK after all and designed for everyone to use, so I'll take a shot at working out what's going on here and if we can partition them without requiring everyone to run protoc theirself - hell, just patching the dumb fatals out of the generated code would do, there is absolutely nothing going wrong here.

It is quite confusing that late-loading Source Python works fine however (I imagine late-loading SM also works fine, but if you could test it that would be great - the step satoon101 missed is changing the map after running meta load). I wonder if we're (MM:S) loading libraries with slightly different options depending on late or initial load.
__________________

Last edited by asherkin; 01-08-2016 at 07:21.
asherkin is offline
psychonic

BAFFLED
Join Date: May 2008
Old 01-08-2016 , 07:33   Re: [CS:GO] protobuf problem - Server Crash
Reply With Quote #3

Quote:
Originally Posted by asherkin View Post
...without requiring everyone to run protoc theirself
We could just ditch the generated code from the SDK and add protoc as part of the build process if that's enough to fix the conflict.

The referenced bug missing from the first post, https://github.com/Source-Python-Dev...hon/issues/101

Last edited by psychonic; 01-08-2016 at 07:34.
psychonic is offline
asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 01-08-2016 , 08:24   Re: [CS:GO] protobuf problem - Server Crash
Reply With Quote #4

Tracked down the source of the issue and commented on the linked bug, this needs to be fixed in Source.Python's build process.
__________________
asherkin is offline
Killer0561
Member
Join Date: Apr 2011
Location: Germany, Hessen, Kassel
Old 01-08-2016 , 16:52   Re: [CS:GO] protobuf problem - Server Crash
Reply With Quote #5

Thank you all for help, is it a bug in Sourcemod or Source Python?

- Killer0561
Killer0561 is offline
psychonic

BAFFLED
Join Date: May 2008
Old 01-09-2016 , 11:12   Re: [CS:GO] protobuf problem - Server Crash
Reply With Quote #6

Quote:
Originally Posted by Killer0561 View Post
is it a bug in Sourcemod or Source Python?
Both.

See the linked bug that you filed for details.
psychonic is offline
Reply



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:00.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode