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"CUtlRBTree overflow"


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freakav
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Join Date: Jul 2016
Old 03-09-2017 , 19:10   "CUtlRBTree overflow"
Reply With Quote #1

Hello allied,

I have a csgo server and my players report me this error. While they are playing they are getting this error and their csgo shutdown. I dont know how can I solve it coz it is annoying ...

"CUtlRBTree overflow"

Some ideas?
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freakav
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Old 03-10-2017 , 11:54   Re: "CUtlRBTree overflow"
Reply With Quote #2

Here is the error : http://i.imgur.com/qIWrZkK.jpg
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Last edited by freakav; 03-10-2017 at 11:55.
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Lux
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Old 03-10-2017 , 12:02   Re: "CUtlRBTree overflow"
Reply With Quote #3

Do you have like 500convar changed

sm_cvar bla_chicken 5
500 times?
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freakav
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Old 03-10-2017 , 12:28   Re: "CUtlRBTree overflow"
Reply With Quote #4

Quote:
Originally Posted by Ludastar View Post
Do you have like 500convar changed

sm_cvar bla_chicken 5
500 times?
What is this for ? Where can I check this cvar and how can this could be helpful ?
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Lux
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Old 03-10-2017 , 12:35   Re: "CUtlRBTree overflow"
Reply With Quote #5

maybe i should explain it better

do you have a config file that loads on each map change? that looks like this?

Quote:
sm_cvar z_ghost_ahead_flow 500
sm_cvar z_ghost_checkpoint_spawn_interval 10
sm_cvar z_ghost_delay_max 10
sm_cvar z_ghost_delay_min 10
sm_cvar z_ghost_delay_minspawn 10
sm_cvar z_ghost_finale_spawn_interval 10
sm_cvar z_ghost_spawn_distance 200
sm_cvar z_ghost_spawn_in_start 0
sm_cvar z_ghost_spawn_interval 10
sm_cvar z_director_special_spawn_delay 10
sm_cvar z_fog_spawn 0
sm_cvar director_allow_infected_bots 1
sm_cvar director_special_respawn_interval 5
sm_cvar director_special_original_offer_length 30
sm_cvar director_special_initial_spawn_delay_min 5
sm_cvar director_special_battlefield_respawn_interval 7
sm_cvar director_special_initial_spawn_delay_max 10
sm_cvar director_special_initial_spawn_delay_max_extr a 10
sm_cvar director_tank_lottery_selection_time 2.5
sm_cvar director_force_tank 1
sm_cvar z_tank_max_stagger_duration 0.4
sm_cvar z_spawn_safety_range 380
sm_cvar z_witch_personal_space 175
sm_cvar z_witch_relax_rate 0.20
sm_cvar z_spit_spread_delay 1.0
sm_cvar z_charge_duration 2.5
sm_cvar z_witch_flashlight_range 750
sm_cvar z_witch_anger_rate 0.7
sm_cvar z_witch_min_threat_time 0.1
sm_cvar z_witch_retreat_exit_hidden_duration 30
sm_cvar z_witch_retreat_exit_range 3000
sm_cvar z_max_player_zombies 32
sm_cvar sv_cycle_latch_timer 0.2
sm_cvar precache_all_survivors 1
sm_cvar sv_showanimstate_activities 0
sm_cvar net_showevents 0
sm_cvar sv_extra_client_connect_time 0.001
sm_cvar sv_mincmdrate 67
sm_cvar sv_maxcmdrate 200
sm_cvar sv_minupdaterate 67
sm_cvar sv_maxupdaterate 200
sm_cvar sv_minrate 1024000
sm_cvar sv_maxrate 1024000
sm_cvar net_maxcleartime 0.000001
sm_cvar net_splitrate 2
sm_cvar net_splitpacket_maxrate 67000
sm_cvar net_compresspackets 1
sm_cvar net_compresspackets_minsize 1200
sm_cvar sv_client_max_interp_ratio 4
sm_cvar sv_client_min_interp_ratio 2
sm_cvar z_tank_health 5001
EDit: btw this thread should be in https://forums.alliedmods.net/forumdisplay.php?f=130
request a MOD to move it.
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Last edited by Lux; 03-10-2017 at 12:39.
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freakav
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Old 03-10-2017 , 12:38   Re: "CUtlRBTree overflow"
Reply With Quote #6

No .

I've got just cvar settings in server.cfg and cvars from multi1v1 .. that's it !
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Lux
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Old 03-10-2017 , 12:41   Re: "CUtlRBTree overflow"
Reply With Quote #7

ok then not the issue that caused that for me, sorry can't help
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sneaK
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Join Date: Feb 2015
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Old 03-10-2017 , 13:04   Re: "CUtlRBTree overflow"
Reply With Quote #8

What map are you having this issue on?
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Accelerator
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Join Date: Dec 2010
Location: Russia
Old 03-29-2017 , 00:44   Re: "CUtlRBTree overflow"
Reply With Quote #9

I have the same problem on my L4D2 server.

The server crash exactly when the map is switched and the new map has not even started to load:

Code:
Saving weapon_ammo_spawn at -11291, 3094, 208 (model models/props/terror/ammo_stack.mdl)
Saving weapon_pistol_spawn at -11054, 3234, 207 (model models/w_models/weapons/w_pistol_B.mdl)
Saving weapon_rifle_sg552 at -10066, 1983, 129
Saving weapon_smg at -9995, 1751, 129
Saving weapon_pumpshotgun at -10313, 2461, 130
Saving weapon_smg_mp5 at -10491, 2730, 130
S♪ck: hi
---- Host_Changelevel ----
CUtlRBTree overflow!
CUtlRBTree overflow!

#Game_srv.so loaded for "Left 4 Dead 2"
Server is hibernating
ConVarRef test_progression_loop doesn't point to an existing ConVar
Parent cvar in server.dll not allowed (spit_scaling_min_scale)
Tickrate_Enabler: Found ServerGameDLL at ServerGameDLL005
Tickrate_Enabler: Found VEngineServer at VEngineServer022
Tickrate_Enabler: Set TickRate 60
In this case, all the players who played on the server, hangs the loading.

Most often this happens on the map c1m3_mall -> c1m4_atrium

Last edited by Accelerator; 03-29-2017 at 01:21.
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Dragokas
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Old 11-30-2020 , 12:03   Re: "CUtlRBTree overflow"
Reply With Quote #10

Same in Left 4 Dead 1.

Code:
Program terminated with signal 11, Segmentation fault.
#0  0xf604000c in Sys_Error_Internal(bool, char const*, char*) () from /game/bin/engine.so
#0  0xf604000c in Sys_Error_Internal(bool, char const*, char*) () from /game/bin/engine.so
#1  0xf6040033 in Sys_Error(char const*, ...) () from /game/bin/engine.so
#2  0xf6040180 in Sys_SpewFunc(SpewType_t, char const*) () from /game/bin/engine.so
#3  0xf77534a8 in _SpewMessage(SpewType_t, char const*, int, Color const*, char const*, char*, int, int) [clone .isra.1] () from ./bin/libtier0.so
#4  0xf77535d8 in Error () from ./bin/libtier0.so
#5  0xf601cae9 in CUtlRBTree<void*, unsigned short, bool (*)(void* const&, void* const&), CUtlMemory<UtlRBTreeNode_t<void*, unsigned short>, unsigned short> >::NewNode() () from /game/bin/engine.so
#6  0xf601e4a3 in CUtlRBTree<void*, unsigned short, bool (*)(void* const&, void* const&), CUtlMemory<UtlRBTreeNode_t<void*, unsigned short>, unsigned short> >::Insert(void* const&) () from /game/bin/engine.so
#7  0xf601c469 in CFrameSnapshotManager::LevelChanged() () from /game/bin/engine.so
#8  0xf602bf80 in CGameServer::SpawnServer(char*, char*) () from /game/bin/engine.so
#9  0xf5f9956c in Host_Changelevel(bool, char const*, char const*) () from /game/bin/engine.so
#10 0xf5fa447a in CHostState::State_ChangeLevelMP() () from /game/bin/engine.so
#11 0xf5fa48b8 in CHostState::FrameUpdate(float) [clone .constprop.26] () from /game/bin/engine.so
#12 0xf6043df5 in CEngine::Frame() () from /game/bin/engine.so
#13 0xf60410da in CDedicatedServerAPI::RunFrame() () from /game/bin/engine.so
#14 0xf6ef8ad6 in RunServer(bool) () from ./bin/dedicated.so
#15 0xf6ef807d in CDedicatedExports::RunServer() () from ./bin/dedicated.so
#16 0xf60411e9 in CModAppSystemGroup::Main() () from /game/bin/engine.so
#17 0xf605fb9b in CAppSystemGroup::Run() () from /game/bin/engine.so
#18 0xf6041a09 in CDedicatedServerAPI::ModInit(ModInfo_t&) () from /game/bin/engine.so
#19 0xf6ef88a2 in CDedicatedAppSystemGroup::Main() () from ./bin/dedicated.so
#20 0xf6efc30b in CAppSystemGroup::Run() () from ./bin/dedicated.so
#21 0xf6efe2a3 in CSteamApplication::Main() () from ./bin/dedicated.so
#22 0xf6efc30b in CAppSystemGroup::Run() () from ./bin/dedicated.so
#23 0xf6ebf7fb in main () from ./bin/dedicated.so
#24 0xf6ef97a2 in DedicatedMain () from ./bin/dedicated.so
#25 0x080487cc in main ()
Any assumption what engine do on that stage?
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