Why does the dedicated server crash?
by Shilo · in Technical Issues · 09/04/2006 (4:06 pm) · 8 replies
I looked around the forums for the answer, and I didn't seem to find anything that I could comprehend.
I recently built two missions, along with the default stronghold.mis. When I try to run a dedicated server on stronghold or my mission, Town, it crashes the server, however when I use my other map, which is simply some terrain, a crossbow and some crossbow bolts, the server runs fine.
I have no idea why it does this. Has anyone else had this problem? What am I doing wrong?
I recently built two missions, along with the default stronghold.mis. When I try to run a dedicated server on stronghold or my mission, Town, it crashes the server, however when I use my other map, which is simply some terrain, a crossbow and some crossbow bolts, the server runs fine.
I have no idea why it does this. Has anyone else had this problem? What am I doing wrong?
#2
which is now fixed in the TGE 1.4.2 cvs HEAD.
otherwise, try running in debug mode and seeing where it's crashing.
09/04/2006 (4:11 pm)
If you're running a dedicated TGE 1.4 server on linux, i think there may have been a known crasher,which is now fixed in the TGE 1.4.2 cvs HEAD.
otherwise, try running in debug mode and seeing where it's crashing.
#3
I'm running on a Windows 2000 Pro computer.
09/04/2006 (4:15 pm)
How do you run in Debug mode? Sorry.I'm running on a Windows 2000 Pro computer.
#4
if so, build a debug version (in visual studio, that's in build|configuration manager)
.. but, if you don't already know how to run in debug mode it's doubtful whether doing so will help much.
what are the last few lines in the console.log ?
09/04/2006 (4:21 pm)
Are you able to recompile the app ?if so, build a debug version (in visual studio, that's in build|configuration manager)
.. but, if you don't already know how to run in debug mode it's doubtful whether doing so will help much.
what are the last few lines in the console.log ?
#5
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--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.
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--------- Initializing MOD: FPS Starter Kit ---------
Loading compiled script wda/client/init.cs.
Loading compiled script wda/server/init.cs.
Loading compiled script wda/data/init.cs.
Loading compiled script wda/data/terrains/grassland/propertyMap.cs.
Missing file: wda/data/terrains/scorched/propertyMap.cs!
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--------- Initializing MOD: FPS Starter Kit: Server ---------
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script common/server/game.cs.
Loading compiled script wda/server/scripts/commands.cs.
Loading compiled script wda/server/scripts/centerPrint.cs.
exec: Warning! Found a DSO from the future! (wda/server/scripts/game.cs.dso)
Compiling wda/server/scripts/game.cs...
Loading compiled script wda/server/scripts/game.cs.
% %
--------- Starting Dedicated Server ---------
Exporting server prefs...
Starting multiplayer mode
Binding server port to default IP
UDP initialized on port 28000
Loading compiled script wda/server/scripts/audioProfiles.cs.
Loading compiled script wda/server/scripts/camera.cs.
Loading compiled script wda/server/scripts/markers.cs.
Loading compiled script wda/server/scripts/triggers.cs.
Loading compiled script wda/server/scripts/inventory.cs.
Loading compiled script wda/server/scripts/shapeBase.cs.
Loading compiled script wda/server/scripts/item.cs.
Loading compiled script wda/server/scripts/health.cs.
Loading compiled script wda/server/scripts/staticShape.cs.
Loading compiled script wda/server/scripts/weapon.cs.
Loading compiled script wda/server/scripts/radiusDamage.cs.
Loading compiled script wda/server/scripts/crossbow.cs.
ParticleEmitterData(CrossbowBoltEmitter) velocityVariance > ejectionVelocity
Error: shape wda/data/shapes/crossbow/ammo.dts-collision detail 0 (Collision-3)
bounds box invalid!
Loading compiled script wda/server/scripts/player.cs.
Loading compiled script wda/data/shapes/player/player.cs.
Validation required for shape: wda/data/shapes/player/player.dts
Loading compiled script wda/server/scripts/chimneyfire.cs.
*** LOADING MISSION: data/missions/Town.mis
*** Stage 1 load
*** Stage 2 load
Executing data/missions/Town.mis.
*** Mission loaded
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--------- Initializing: Torque Creator ---------
Loading compiled script creator/editor/editor.cs.
Loading compiled script creator/editor/particleEditor.cs.
Loading compiled script creator/scripts/scriptDoc.cs.
Loading compiled script creator/ui/creatorProfiles.cs.
Loading compiled script creator/ui/InspectDlg.gui.
Loading compiled script creator/ui/GuiEditorGui.gui.
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09/04/2006 (4:25 pm)
Here's the whole server log up until I get a little alert box telling me the data cannot be 'read' (the little ones with hexademical numbers in them).%
--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.
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--------- Initializing MOD: FPS Starter Kit ---------
Loading compiled script wda/client/init.cs.
Loading compiled script wda/server/init.cs.
Loading compiled script wda/data/init.cs.
Loading compiled script wda/data/terrains/grassland/propertyMap.cs.
Missing file: wda/data/terrains/scorched/propertyMap.cs!
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--------- Initializing MOD: FPS Starter Kit: Server ---------
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script common/server/game.cs.
Loading compiled script wda/server/scripts/commands.cs.
Loading compiled script wda/server/scripts/centerPrint.cs.
exec: Warning! Found a DSO from the future! (wda/server/scripts/game.cs.dso)
Compiling wda/server/scripts/game.cs...
Loading compiled script wda/server/scripts/game.cs.
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--------- Starting Dedicated Server ---------
Exporting server prefs...
Starting multiplayer mode
Binding server port to default IP
UDP initialized on port 28000
Loading compiled script wda/server/scripts/audioProfiles.cs.
Loading compiled script wda/server/scripts/camera.cs.
Loading compiled script wda/server/scripts/markers.cs.
Loading compiled script wda/server/scripts/triggers.cs.
Loading compiled script wda/server/scripts/inventory.cs.
Loading compiled script wda/server/scripts/shapeBase.cs.
Loading compiled script wda/server/scripts/item.cs.
Loading compiled script wda/server/scripts/health.cs.
Loading compiled script wda/server/scripts/staticShape.cs.
Loading compiled script wda/server/scripts/weapon.cs.
Loading compiled script wda/server/scripts/radiusDamage.cs.
Loading compiled script wda/server/scripts/crossbow.cs.
ParticleEmitterData(CrossbowBoltEmitter) velocityVariance > ejectionVelocity
Error: shape wda/data/shapes/crossbow/ammo.dts-collision detail 0 (Collision-3)
bounds box invalid!
Loading compiled script wda/server/scripts/player.cs.
Loading compiled script wda/data/shapes/player/player.cs.
Validation required for shape: wda/data/shapes/player/player.dts
Loading compiled script wda/server/scripts/chimneyfire.cs.
*** LOADING MISSION: data/missions/Town.mis
*** Stage 1 load
*** Stage 2 load
Executing data/missions/Town.mis.
*** Mission loaded
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--------- Initializing: Torque Creator ---------
Loading compiled script creator/editor/editor.cs.
Loading compiled script creator/editor/particleEditor.cs.
Loading compiled script creator/scripts/scriptDoc.cs.
Loading compiled script creator/ui/creatorProfiles.cs.
Loading compiled script creator/ui/InspectDlg.gui.
Loading compiled script creator/ui/GuiEditorGui.gui.
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#6
Tried commenting out line 351 of guitypes.cc, just got more errors and another crash =P
Any ideas?
09/06/2006 (9:24 am)
Update. I made a debug build of the game and ran it. I got an error message that actually means somethingQuote:
--------- Initializing: Torque Creator ---------
Loading compiled script creator/editor/editor.cs.
Loading compiled script creator/editor/particleEditor.cs.
Loading compiled script creator/scripts/scriptDoc.cs.
Loading compiled script creator/ui/creatorProfiles.cs.
Loading compiled script creator/ui/InspectDlg.gui.
Warning: (c:\torque\sdk\engine\gui\core\guitypes.cc @ 347) GuiControlProfile: re
quested gui profile (GuiDialogProfile) does not exist.
Fatal: (c:\torque\sdk\engine\gui\core\guitypes.cc @ 351) GuiControlProfile: unab
le to find specified profile (GuiDialogProfile) and GuiDefaultProfile does not e
xist!
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Quote:
Titled: Fatal: (c:\torque\sdk\engine\gui\core\guitypes.cc @ 351)
Message: GuiControlProfile: unable to find specified profile (GuiDialogProfile) and GuiDefaultProfile does not exist!
Tried commenting out line 351 of guitypes.cc, just got more errors and another crash =P
Any ideas?
#7
10/04/2006 (7:12 am)
Was this issue ever resolved? I am having the exact same problem....
#8
10/04/2006 (11:56 am)
First, you are loading a mission file, right? If you're doing that, the problem is the dedicated server still trys to load the "creator" mod by default. In your main.cs at the top of the switch statement near the top, you can throw this in:case "-dedicated":
$userMods = $defaultGame;And it won't load the creator mod when you run a dedicated server. I think this is properly fixed in later versions, but that should work for now.
Torque Owner Shilo
wda/server/scripts/aiPlayer.cs (236): Unable to find object: '0' attempting to call function 'followPath'
wda/server/scripts/aiPlayer.cs (238): Unable to find object: '0' attempting to call function 'mountImage'
wda/server/scripts/aiPlayer.cs (239): Unable to find object: '0' attempting to call function 'setInventory'
wda/server/scripts/aiPlayer.cs (236): Unable to find object: '0' attempting to call function 'followPath'
wda/server/scripts/aiPlayer.cs (238): Unable to find object: '0' attempting to call function 'mountImage'
wda/server/scripts/aiPlayer.cs (239): Unable to find object: '0' attempting to call function 'setInventory'
EDIT:
I had the Town.mis in the wrong directory. After replacing it in the correct one, the server gives me some error I haven't seen about Arial Font.
--------- Initializing: Torque Creator ---------
Loading compiled script creator/editor/editor.cs.
Loading compiled script creator/editor/particleEditor.cs.
Loading compiled script creator/scripts/scriptDoc.cs.
Loading compiled script creator/ui/creatorProfiles.cs.
Loading compiled script creator/ui/InspectDlg.gui.
Loading compiled script creator/ui/GuiEditorGui.gui.
Fatal-ISV: (\dev\GameEngine\torque_SVN\tags\Release_1_4_0\engine\dgl\gNewFont.cc
@ 346) Error, The Arial Font must always be available!
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