I've seen this multiple times on my servers over a year but it never results in a crash. Just that the sapper cannot be removed by engineer when this thing happens but pyro can remove it with sledgehammer. It usually happens on teleports when engineer is hitting his teleport while spy saps it. I think the game goes into a state where game thinks engineer has removed the sapper destroyed event but the sapper is still there so engi cannot remove it again. The Sapper gets removed on one end but stays on the other, making damage about 4 times slower than usually. Engineer can fix the teleport though the other tele but not remove the sapper. Here's a video of it http://www.youtube.com/watch?v=eKMlMErzu68

Another case is where sapper is attached to the sentry at the same time as engineer hits it. Then sapper gets stuck on the sentry, making damage but sentry still works: http://www.youtube.com/watch?v=Y9Kczx5UkbA <http://www.youtube.com/watch?v=Y9Kczx5UkbA&list=UUCORv6f3rKVmVR6HPHdcG8g&index=3&feature=plcp> or the sapper paralyzes the sentry and it cannot be removed by any engineer, not the builder or another in a team (pyro can save it).

-ics

28.8.2012 4:00, Invalid Protocol kirjoitti:
I had this problem before 2 August patch, so is not the Red-Tape sapper.

I've attached a debugger to some servers and the backtrace always included
CBaseObject::AttachObjectToObject method.

The problem occurs when a sapped sentry is built or upgraded: the sapper is
re-attached forever to the sentry and the server freeze (the
CBaseObject::AttachObjectToObject never returns). I've tried to reproduce
the problem on a test server and failed, but I assume there's something else
that triggers or cause this, because otherwise would be a problem too
common.

CBaseObject::Construct(float)
     CBaseObject::FinishedBuilding()
         CBaseObject::AttemptToGoActive()
             CObjectSentrygun::OnGoActive()
                 CObjectSentrygun::SetModel(char const*)
                     CBaseObject::ReattachChildren()
                         CBaseObject::AttachObjectToObject (never returns)
                             CObjectSapper::SetupAttachedVersion or
CBaseEntity::SetParent
                                 ...

or

CBaseObject::BaseObjectThink()
     CObjectSentrygun::FinishUpgrading()
         CObjectSentrygun::SetModel(char const*)
             CBaseObject::ReattachChildren
                 CBaseObject::AttachObjectToObject (never returns)
                     CBaseEntity::SetParent
                         ...

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Frank
Sent: Tuesday, August 28, 2012 0:03 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Sapper crashing/locking up

I'm still seeing this issue with either the old or new sapper since the
intro of the red tape recorder that is causing a few of my servers (Windows)
to lock up.

triggered "killedobject" (object "OBJ_ATTACHMENT_SAPPER") (weapon "wrench")
(objectowner "Burn<40><STEAM_0:0:000000000><Red>") (attacker_position "-4963
-312 -51")

This is a copy/paste of basically what is last seen right before the lock up
and showing in the CMD box before I close it to restart the server.

So apparently we still have an issue with this.

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