05-05-2006, 03:05 PM
Hi,
I am trying to create a working linux version of our mod, since we are
really close to release. I compiled the mod and played simple maps with it
without any problems. When playing with maps that include specific entities
that we coded though, the server crashes as soon as somebody joins the game.
The reason I am emailing here is because I am running out of options to
debug this crash.
So here is the big question: how can I get more information about the
crash, like a call stack or at least the line and file where the crash
occurred?
Here is what I tried:
- The srcds runs fine under windows, with the same entity/code that crashes
under linux
- Add –debug flag to ./srcds_run. The debug.log produced file is really not
helping much:
----------------------------------------------
CRASH: Fri May 5 20:00:54 PDT 2006
Start Line: ./srcds_i486 -console -game /home/frank/srcds_l/troydp +map troy7 -maxplayers 16 -debug
End of Source crash report
----------------------------------------------
-Compiling the mod with a –g flag, so that I would have symbols within the
server_i486.so file. I didn't get more info in the debug.log
- Compiling the mod with a debug target, in an attempt to get more
information. Unfortunately the code doesn't compile because the debug
version of the SDK uses a different mmaloc, which is included in Windows
only. I could not get around it and compile the mod in debug without using that
memory allocation.
Any help appreciated, thank you!
-Francois
PS: I have a limited understanding of linux, but can understand most of the
c++ related stuff
--
Kiroke
Lead Game Designer
Troy : Divine Playground
http://www.troymod.com
gcc --version
gcc-3.4 (GCC) 3.4.6 (Debian 3.4.6-1)
ldd --version
ldd (GNU libc) 2.3.6
uname -a
Linux minibox 2.6.12-1-386 #1 Tue Sep 27 12:41:08 JST 2005 i686 GNU/Linux
Console
/home/frank/srcds_l# ./srcds_run -console -game
/home/frank/srcds_l/troydp +map troy7 -maxplayers 16 -debug
Auto detecting CPU
Using default binary.
Enabling debug mode
Auto-restarting the server on crash
Console initialized.
Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for "CounterStrike"
maxplayers set to 16
Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
couldn't exec skill1.cfg
Executing dedicated server config file
Attempted to create unknown entity type water_lod_control!
Can't init water_lod_control
couldn't exec server.cfg
Adding master server 68.142.72.250:27011
Adding master server 207.173.177.11:27011
Connection to Steam servers successful.
VAC secure mode disabled.
./srcds_run: line 344: 24644 Killed $HL_CMD
cat: hlds.24630.pid: No such file or directory
email debug.log to linux@valvesoftware.com
I am trying to create a working linux version of our mod, since we are
really close to release. I compiled the mod and played simple maps with it
without any problems. When playing with maps that include specific entities
that we coded though, the server crashes as soon as somebody joins the game.
The reason I am emailing here is because I am running out of options to
debug this crash.
So here is the big question: how can I get more information about the
crash, like a call stack or at least the line and file where the crash
occurred?
Here is what I tried:
- The srcds runs fine under windows, with the same entity/code that crashes
under linux
- Add –debug flag to ./srcds_run. The debug.log produced file is really not
helping much:
----------------------------------------------
CRASH: Fri May 5 20:00:54 PDT 2006
Start Line: ./srcds_i486 -console -game /home/frank/srcds_l/troydp +map troy7 -maxplayers 16 -debug
End of Source crash report
----------------------------------------------
-Compiling the mod with a –g flag, so that I would have symbols within the
server_i486.so file. I didn't get more info in the debug.log
- Compiling the mod with a debug target, in an attempt to get more
information. Unfortunately the code doesn't compile because the debug
version of the SDK uses a different mmaloc, which is included in Windows
only. I could not get around it and compile the mod in debug without using that
memory allocation.
Any help appreciated, thank you!
-Francois
PS: I have a limited understanding of linux, but can understand most of the
c++ related stuff
--
Kiroke
Lead Game Designer
Troy : Divine Playground
http://www.troymod.com
gcc --version
gcc-3.4 (GCC) 3.4.6 (Debian 3.4.6-1)
ldd --version
ldd (GNU libc) 2.3.6
uname -a
Linux minibox 2.6.12-1-386 #1 Tue Sep 27 12:41:08 JST 2005 i686 GNU/Linux
Console
/home/frank/srcds_l# ./srcds_run -console -game
/home/frank/srcds_l/troydp +map troy7 -maxplayers 16 -debug
Auto detecting CPU
Using default binary.
Enabling debug mode
Auto-restarting the server on crash
Console initialized.
Attempted to create unknown entity type event_queue_saveload_proxy!
Game.dll loaded for "CounterStrike"
maxplayers set to 16
Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
couldn't exec skill1.cfg
Executing dedicated server config file
Attempted to create unknown entity type water_lod_control!
Can't init water_lod_control
couldn't exec server.cfg
Adding master server 68.142.72.250:27011
Adding master server 207.173.177.11:27011
Connection to Steam servers successful.
VAC secure mode disabled.
./srcds_run: line 344: 24644 Killed $HL_CMD
cat: hlds.24630.pid: No such file or directory
email debug.log to linux@valvesoftware.com