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"CUtlRBTree overflow"


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Lux
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Join Date: Jan 2015
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Old 12-09-2020 , 17:17   Re: "CUtlRBTree overflow"
Reply With Quote #11

Quote:
Originally Posted by Dragokas View Post
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?
This method should solve the problem you having
https://github.com/shqke/sourcetvsup....cpp#L141-L149
just need to port to a standalone version of the detour fix.

I had the issue for a short time since l4d2's TLS update, managed to workaround the issue by setting
PHP Code:
sv_extra_client_connect_time 0.001 
, which I did a while ago not 100% sure if it's related but crash stack but looks very familiar.
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Dragokas
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Old 12-09-2020 , 17:40   Re: "CUtlRBTree overflow"
Reply With Quote #12

Thanks a lot for the info, Lux!
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JLmelenchon
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Join Date: Mar 2019
Old 12-20-2020 , 06:01   Re: "CUtlRBTree overflow"
Reply With Quote #13

I got this problem too sometimes, will try sm_cvar sv_extra_client_connect_time 0.001. Otherwise did anyone made the detour fix ?
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azalty
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Join Date: Feb 2020
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Old 02-15-2021 , 08:26   Re: "CUtlRBTree overflow"
Reply With Quote #14

afaik, this crash has been fixed by ekshon here: https://forums.alliedmods.net/showthread.php?t=328421

you can download the fix directly here: https://github.com/rlevet/sm-stringpool-fix - else you can compile it yourself with ekshon's post

This fixed all the CUtlRBTree overflows I experienced. Most of the time mines seem to happen when you let your server running for too long on maps that have a lot of entities.
That's probably not your case though, but still something to try.

I'm not sure that will work. Not sure if the fix works on L4D1/L4D2.
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Last edited by azalty; 02-15-2021 at 08:35.
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Dragokas
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Old 02-16-2021 , 04:49   Re: "CUtlRBTree overflow"
Reply With Quote #15

The fix provided is related to VScript system overflow.
L4D1 has no VScript system at all.

So, the cause is something else.
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Edison1318
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Old 10-17-2021 , 05:42   Re: "CUtlRBTree overflow"
Reply With Quote #16

I was playing survival and waited for more than an hour and this annoying error occurs for me. Still unable to figure it out what was the issue
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finishlast
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Old 01-30-2022 , 11:06   Re: "CUtlRBTree overflow"
Reply With Quote #17

Do we have new info why this is happening in l4d1?

Server using sv_pure 2.
Caching file CRCs for pure server...
Finished caching file CRCs for pure server in 0 seconds.
CUtlRBTree overflow!
CUtlRBTree overflow!

Segmentation fault (core dumped)
Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem
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Beatles
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Old 03-28-2022 , 01:18   Re: "CUtlRBTree overflow"
Reply With Quote #18

Quote:
Originally Posted by finishlast View Post
Do we have new info why this is happening in l4d1?

Server using sv_pure 2.
Caching file CRCs for pure server...
Finished caching file CRCs for pure server in 0 seconds.
CUtlRBTree overflow!
CUtlRBTree overflow!

Segmentation fault (core dumped)
Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem
Thank you very much for that information, I haven't found a solution for this problem for a long time, but now that you mention it, my server does use: sv_pure 2
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