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Server crashes at engine.dll


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asherkin
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Join Date: Aug 2009
Location: OnGameFrame()
Old 12-24-2015 , 06:04   Re: Server crashes at engine.dll
Reply With Quote #11

First is (just look at the stack trace), 2nd is a memory corruption issue.
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4bdul
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Old 12-24-2015 , 06:05   Re: Server crashes at engine.dll
Reply With Quote #12

I believe I am getting identical crashes - also Windows OS. It also happens when map changes.

https://crash.limetech.org/p4q2trs2zysb
https://crash.limetech.org/ykbwybayzvyh
https://crash.limetech.org/va66by3koevl

I don't have the movement unlocker plugin.
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asherkin
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Location: OnGameFrame()
Old 12-24-2015 , 07:00   Re: Server crashes at engine.dll
Reply With Quote #13

The crash is deep in the map loading code, when it's loading models - the function at the top of the stack is CModelLoader::Studio_LoadModel.
My guess from where it is crashing is that you've got a corrupt model.
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Last edited by asherkin; 12-24-2015 at 07:00.
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dilalmon
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Old 12-24-2015 , 12:52   Re: Server crashes at engine.dll
Reply With Quote #14

I've recently found out that this has nothing to do with Sourcemod. Sorry for misleading everyone.
When I disabled Movement Unlocker, it ran for a very long time without crashing. My latest test shows this is false.
I disabled Sourcemod entirely and it was still crashing.

I was also able to recreate it. I just had to load some maps a few times (changelevel).

If it was due to a corrupt model, assuming from a map, why would it load without a problem previously?

I removed -nocrashdialog and this is only seen right before the crash, and never when it loads fine:



Any ideas, asherkin?
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Nolongerinthegame
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Join Date: Sep 2005
Old 12-25-2015 , 16:42   Re: Server crashes at engine.dll
Reply With Quote #15

Quote:
Originally Posted by dilalmon View Post
I've recently found out that this has nothing to do with Sourcemod. Sorry for misleading everyone.
When I disabled Movement Unlocker, it ran for a very long time without crashing. My latest test shows this is false.
I disabled Sourcemod entirely and it was still crashing.

I was also able to recreate it. I just had to load some maps a few times (changelevel).

If it was due to a corrupt model, assuming from a map, why would it load without a problem previously?

I removed -nocrashdialog and this is only seen right before the crash, and never when it loads fine:



Any ideas, asherkin?
Interesting that it crashes without Sourcemod too.
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Potato Uno
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Join Date: Jan 2014
Location: Atlanta, Georgia
Old 12-26-2015 , 18:30   Re: Server crashes at engine.dll
Reply With Quote #16

Quote:
Originally Posted by asherkin View Post
First is (just look at the stack trace), 2nd is a memory corruption issue.
How are you able to make sense out of Windows stack traces when they have no symbols?

TELL US YOUR SECRETS!

Last edited by Potato Uno; 12-26-2015 at 18:30.
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Dr. Greg House
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Old 12-26-2015 , 18:32   Re: Server crashes at engine.dll
Reply With Quote #17

Time and sweat.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 12-26-2015 , 18:34   Re: Server crashes at engine.dll
Reply With Quote #18

Quote:
Originally Posted by Potato Uno View Post
How are you able to make sense out of Windows stack traces when they have no symbols?

TELL US YOUR SECRETS!
They have symbols, just no non-SourceMod-or-Windows-OS symbols.

The first was a few frames after the PrecacheModel native, which I know from the distance and the fact it's in engine.dll that the function in question is Sys_Error. For the second, the "crash" is triggered by the CRT when it detects heap corruption (look at the function names).

For other crashes in Valveland, it's just reverse signature finding - find the matching function at the given address in the Linux binaries.
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Nolongerinthegame
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Join Date: Sep 2005
Old 01-01-2016 , 16:55   Re: Server crashes at engine.dll
Reply With Quote #19

I've noticed not just mine but others posts about these precache model crashes. They have been a lot more common recently, I wonder if its any update-related by Valve in December.
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