It seems to be crashing in the crashhandler, which is a very useless
backtrace to have. Do you have any ideas on how to reproduce? This would be
the most beneficial information to Valve.


Kind regards,
*Saul Rennison*


On 21 August 2012 03:29, Chris Oryschak <ch...@oryschak.com> wrote:

> 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
> > >
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