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Server Stability

Posted: Mon Sep 16, 2013 9:12 pm
by RUSH
Is the Linux platform stable on 227. I get so many more crashes since moving from a Windows base platform to Linux.

I think I am better off finding a host that uses Windows.

Re: Server Stability

Posted: Tue Sep 17, 2013 3:41 am
by GreatEmerald
If you get any crashes whatsoever, please report them! They shouldn't happen at all.

Re: Server Stability

Posted: Tue Sep 17, 2013 6:01 am
by Smirftsch
I can only agree, I need to know and then I can give advices or do something about it.

My testserver is running on Linux as well, with very little problems. It seems to be slightly more vulnerable to the execClientHearSound crash, but it's still crashing only very rarely- well ok, since I am always testing new versions it appears to crash somewhat more often now and then ;)

I made a couple of fixes on some of the MH core files, especially removing circular dependencies and cleanly recompiled them with UCC, I can give you these files any time if you want, they reduced crashing behavior a lot on my test setup (and I also fixed this annoying Eightball ammo bug).

Re: Server Stability

Posted: Wed Sep 18, 2013 3:45 am
by RUSH
if you don't mind sending me your updated MH I would greatly appreciate it. I am having one heck of a time even reading the logs since they download without any line breaks or spaces. I think that's the most frustrating part. I am almost to the point of running a home servers but most likely I will move to a windows platform game host.

Re: Server Stability

Posted: Wed Sep 18, 2013 4:39 am
by GreatEmerald
That's because you're using a lousy program to read the files. Again see the thread: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1373834922

Re: Server Stability

Posted: Wed Sep 18, 2013 5:33 am
by Smirftsch
sure will make a package for you.
And you can send me the logs or pastebin.com them, I'll find what I need to tell you more. :)

PS: is it a problem if the packages are 227 only?

Re: Server Stability

Posted: Wed Sep 18, 2013 7:15 am
by Hyper
Just for the record: Rush is running many custom content for his very popular Snipers Paradise servers. Just like with my custom servers this is more likely to trigger rarely known issues with the game. That makes his servers probably a welcome test subject. (In this case for Linux)

Re: Server Stability

Posted: Wed Sep 18, 2013 11:32 am
by Smirftsch
I'm running a lot of his setup for quite some time already as part of my testserver in order to find a fix bugs like this, he gave it to me a few years ago :)
Just that my server runs pretty stable for quite some time already...

Re: Server Stability

Posted: Thu Sep 19, 2013 3:03 am
by RUSH
I would prefer the mod in 225 if possible but if you only have it in 227 then that would be okay.

Re: Server Stability

Posted: Fri Sep 20, 2013 9:08 am
by Smirftsch
www.oldunreal.com/temp/SP_Updates.7z

This package contains the fixed files, also corrected/replaced the meshes everywhere possible (with the original meshes or with flawless exports).
There is no visible difference for the players though, except things like spinner doesn't freak out anymore.

The relics, not sure if you have updated them in between, it contains still a bug that when you die with speedy the increased aircontrol is being kept.
Don't wonder about the differences in size, its because the (circular) dependencies have been resolved.

This version is 227 only, but it also contains a nicely reworked teleporter.

Re: Server Stability

Posted: Fri Sep 20, 2013 2:46 pm
by RUSH
Thanks, I will add the packages and hopefully it will help with the crashing.

Thank you so much for your help and to everyone who has contributed to 227. You are keeping Unreal alive.

Re: Server Stability

Posted: Fri Sep 20, 2013 5:22 pm
by Smirftsch
porting and supporting MH and MH maps is a great job as well, not speaking about the other gametypes like assault. Glad to help you out.

But don't forget to send me some logs, I'd like to review the crashes nevertheless to see if we can do more.
BTW, do you run the server with UCCLinux.bin ?

Re: Server Stability

Posted: Fri Sep 20, 2013 8:10 pm
by RUSH
When the server crashes and restarts the log resets so I have no way that I am aware of downloading or viewing them.

I couldn't tell you if the server is ran with UCCLinix.bin. How can I tell?

Re: Server Stability

Posted: Sat Sep 21, 2013 5:54 am
by Smirftsch
the log would reveal as well. Strange that your hosting service is giving you so limited access and information. I messed with a couple of different services over the years but never seen one like that, indeed most didn't even know how to start it up at all, since they only know UT, so had to define the startup parameters myself entirely.

Either way, do you have any influence on the startup parameters? if so, append -timestamplog and it will create a new logfile with a timestamp each time the server crashes and prevents it from being deleted.

Re: Server Stability

Posted: Sat Sep 21, 2013 3:22 pm
by RUSH
I will have them add -timestamplog to the startup and hopefully get some useful information out of it.

Thanks,

Re: Server Stability

Posted: Sat Sep 21, 2013 10:35 pm
by RUSH
Ok, I added the 5 files you sent over and I am noticing some people can't join. I tried to join with 224 and I got a couple of errors. The first reason I couldn't join was because "Can't find Engine.Pickup.Botdesireability" the second one "can't find unreal1.flackshell.hitwall".

I guess you will need to have 227 loaded to join the server.

BTW since I added the timestamplog, would that be the name of the file I would look for when the server crashes?

Re: Server Stability

Posted: Sun Sep 22, 2013 5:58 am
by Smirftsch
This version is 227 only
Yes as said, 227 only, should set AllowOldClients to false to make them get an upgrade message instead of crashing (although in 224-226 they will be redirected to Unreal mainpage which really doesn't contain no hint anymore about the updates here, but there is not much we can do here since its hardcoded in the old clients).

It will look like this:
UCCLinux.bin.log2013_9_22_7_56_46.log
or
UnrealLinux.bin.log2013_9_21_19_6_38.log
depending on what is used to start it up.

Re: Server Stability

Posted: Sun Sep 22, 2013 9:58 pm
by RUSH
Here is the command line for the server. Would this be the correct to implement the command line parameter. I believe it was added but I am trying to confirm since I show 2 entirely different start up commands.

server CTF[SP]Bedroom][.unr?Game=AssaultCTF.RealCTFGame?Mutator=VotingHandler.VotingHandler?MaxPlayers=12 multihome=207.198.127.110 port=7777 ini=server.ini log=server.log -nohomedir -timestamplog

Re: Server Stability

Posted: Mon Sep 23, 2013 2:02 am
by Smirftsch
looks fine, except nohomedir is not needed (but shouldnt do any harm either). Also Maxplayers and Port don't need to be used here if they are set correctly in the ini.
So could be cleaned up to:
server CTF[SP]Bedroom][.unr?Game=AssaultCTF.RealCTFGame?Mutator=VotingHandler.VotingHandler multihome=207.198.127.110 ini=server.ini log=server.log -timestamplog

The logfile however if using -log=server.log is named then something like: server.log2013_9_23_4_0_28.log
:)

Re: Server Stability

Posted: Mon Sep 23, 2013 3:47 am
by RUSH
I have no control over the command line. My game host edits it for me. The max player is so I don't edit my .ini and make it for more than 12 players.

Re: Server Stability

Posted: Mon Sep 23, 2013 6:45 am
by Smirftsch
They have very little trust to their customers hu?
But well, guess this makes sense for them.

Re: Server Stability

Posted: Mon Sep 23, 2013 11:50 pm
by RUSH
Smirftsch wrote:
Yes as said, 227 only, should set AllowOldClients to false to make them get an upgrade message instead of crashing (although in 224-226 they will be redirected to Unreal mainpage which really doesn't contain no hint anymore about the updates here, but there is not much we can do here since its hardcoded in the old clients).
It's a bit confusing since you are sent to a link where there is no mention of a patch.

Could you make it so a customized message could be added by the server admin as to where to download the patch. I direct many players to my site to download the latest patch but now that I set the server to only allow 227 clients I am receiving a lot of emails from players who are confused as to where to d/l the patch.

I believe I've edited the unrealI or UnrealShare.int to say email me for password when I have the server PW on. Would it be possible to do something like that.

Re: Server Stability

Posted: Tue Sep 24, 2013 6:27 am
by Smirftsch
Interesting to see that are many left not knowing about the patch, since 227 servers are running for years now (also 227 only servers).

Unfortunately there is almost nothing we can do here, since the update page is "hardcoded" into the old clients Engine.int and Epic deleted the page which redirected here already a few years ago, without any interest to put it up again.
Can talk with the other devs if there are new ideas how to work around this, but I see little chances, since we can't make changes to older clients without patching them in some way- which again they won't get because they don't know where then...
The information is in the Engine.int file, which is just a text file you know, but to change that from the outside is not easy, especially without the client being able to connect.
Maybe could make a redirect to a map somehow, such as entry, which contains the URL instead of dropping the connection. Need to investigate, but as said, little chances.

On the other hand, to be honest, it's not hard to find this patch, if you google for "Unreal patch" you'll find directly on the first page almost only links pointing directly or indirectly here. You don't need to be aware about Oldunreal. Even Wikipedia is mentioning it nowadays (although the direct link was yet removed again).
Personally I am really not surprised if an original patch page of a game is not existing anymore when I play a game equally old, spending 5 minutes of my time to find out more is not really asked much.