I've been getting regular crashes on all my servers, Below is the debug.log and a backtrace of the coredump if it makes sense to anyone:
Debug.log: [New Thread 28427] [New Thread 28436] [New Thread 28439] [New Thread 28440] [New Thread 28442] [New Thread 28443] [New Thread 28431] [New Thread 28426] [New Thread 28432] [New Thread 28429] [New Thread 28430] [New Thread 28425] Core was generated by `./srcds_linux -debug -threads 1 -timeout 3 -pidfile rb8.pid -console -game tf -'. Program terminated with signal 11, Segmentation fault. #0 0x00811d02 in ?? () #0 0x00811d02 in ?? () No symbol table info available. eax 0xf0 240 ecx 0x0 0 edx 0x2 2 ebx 0xef392acc -281466164 esp 0xef2bcd50 0xef2bcd50 ebp 0xef2bcd88 0xef2bcd88 esi 0x0 0 edi 0x0 0 eip 0x811d02 0x811d02 eflags 0x210202 [ IF RF ID ] cs 0x23 35 ss 0x2b 43 ds 0x2b 43 es 0x2b 43 fs 0x0 0 gs 0x63 99 >From To Syms Read Shared Object Library 0xf77d8830 0xf77efa6f Yes (*) /lib/ld-linux.so.2 (*): Shared library is missing debugging information. End of Source crash report ---------------------------------------------- GDB Backtrace of the coredump says: (gdb) bt #0 0x00811d02 in ?? () #1 0xf7642469 in __lll_lock_wait () from /lib32/libpthread.so.0 #2 0xf763d64b in _L_lock_744 () from /lib32/libpthread.so.0 #3 0xf763d471 in pthread_mutex_lock () from /lib32/libpthread.so.0 #4 0xef2cd64c in google_breakpad::ExceptionHandler::SignalHandler(int, siginfo*, void*) () from bin/crashhandler.so #5 <signal handler called> #6 0x00000000 in ?? () #7 0xef26d383 in ?? () Backtrace stopped: previous frame inner to this frame (corrupt stack?) -- None of ths makes sense to me, but posting incase it does to anyone else. Any ideas? On Mon, Aug 20, 2012 at 7:38 PM, 1nsane <1nsane...@gmail.com> wrote: > Don't think that's it. Especially because it was (at first) sending players > to test servers put up by me which used all default cvars (so matchmaking > ones set to 0) and no registration ids. > > Another thing I noticed today was when I put up some new servers with new > registration ids. They were mostly sitting there empty. That is until I > joined them, then I got 5 more players sent in quite fast. Then I moved on > to the next server and repeated this. > > So with all these empty servers it would be nice if matchmaking took me and > the next 5 people in line (within the same geographic region) and sent us > to one of those empty servers. Instead of having us wait for seemingly no > good reason. > > On Mon, Aug 20, 2012 at 6:25 PM, dan <needa...@ntlworld.com> wrote: > > > On 20/08/2012 22:31, 1nsane wrote: > > > >> So why is there a wait time if there's so many available servers? > >> > > > > Presumably because they've done a split now with these new cvars so some > > servers aren't mm and some are only mm and so on? > > > > I notice a lot more mvm servers tonight joinable from the browser, so I > > managed to get a decent game tonight. > > It's a fun mode too imo, so worth persisting. > > > > > > -- > > Dan > > > > ______________________________**_________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux< > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux