Lockup on execution sequence in JB-Arlon

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Mychaeel

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Haarg said:
That would have been my thought as well, given that this started with JB2004b, and one of the changes listed involves that.
Hmm...

/me starts CVS to check what exactly was changed since r1-sp1.

The change is actually minimal -- it's only supposed to make the flame emitter replicate to the clients. There is some client-side code in Epic's HitFlameBig emitter class which -- before SP2 -- was executed only server-side with LifeSpan set to zero, and is now being executed client-side too with LifeSpan set to its class default of 10 seconds.

Now I don't see yet how this should be leading to a deadlock, much less one that happens only once in a while, but I'll keep pondering it.

I was able to reproduce the bug again. I didn't have any hard drive activity, UT2004.exe's memory usage was fixed at ~325MB.
I didn't do anything special that could cause the lockup. I let the game go for at least 4 hours, but it never produced a crash log.
Doesnt's sound like it's a deadlock in script code then -- normally, the engine would break off infinite loops in UnrealScript after a fixed (high) number of iterations and produce a useful error message.

Not that I really hope to find anything of use in there -- but could you please post your UT2004.log from one of those crashes? Or better, if you can reproduce this bug at will, could you please run UT2004 in windowed mode with the live log window open (type "showlog" at the console or start UT2004.exe with the "-log" parameter) and post a screenshot of the log window after entering the deadlock?
 

haarg

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The last time it locked, I checked the UT2004.log file. It was halfway through writing the AntiTCC verification entries.

I can try the live log window.
 

haarg

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Sexmachine said:
Maybe the problem relates to AntiTCC?
Nope, it happens on the BeyondUnreal Ketnar server, which doesn't run AntiTCC. I've been using the JB mothership for testing because it has bots and a 15 min limit. I suppose I should test it without any players or bots.
 

haarg

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Mychaeel said:
In case I didn't make that clear: I don't doubt it's happening. Never did. :)

However, I need solid information to be able to fix this problem. If you want to help, find out how I could reliably reproduce this problem in a testing environment.
Of course. I just wanted to show that it was happening to multiple people at the same time. I wish I could help more, because I like Arlon, and we end up playing it a lot.

I haven't gotten a chance to get a lockup with the log window open yet.
 

ZedMaestro

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For the benefit of those who do not have access to the private testing forum, I posted this:

I think I've got it! :)
I'm about to present a lengthy analysis of the JBExecutionBurning and how it interacts with the players on each team. I will state where the problem is occuring and then give my reasonings. The public forum has provided enough information, it all just needed piecing together and linking, which is what I'm about to do:

Mychaeel said:
Might have something to do with JBExecutionBurning... or is there another Jailbreak map using that execution method which doesn't crash?
Yes, but no one has ever experienced the crash in this map because, to be honest, no one ever votes to play this map. JB-Cavern has the JBExecutionBurning actor in it when the lava rises.

Dark Pulse said:
(Last enemy died on a suicide)
This is extremely important. I'd bet that all the crash cases stated in the public forum where when the last player suicided in whatever way. But why?

Mychaeel said:
On second thought, there's no client-side code in JBExecutionBurning or its related classes, so that doesn't sound so likely after all...
Now I dont know exactly what is client-side code and what isn't, but Mychaeel does go on to say:
Mychaeel said:
There is some client-side code in Epic's HitFlameBig emitter class
It is how the JBExecutionBurning interacts with the Celebration Screen which is where the problem is. Using the information in the previous quote, we can conduct to case studies, the second of which will be studied after another important quote:

Case 1: Last Man Suicides
This stupid player is presented on the celebration screen. His animation moves are displayed in a live feed on the celebration screen, but he never actually moves on it (while he's alive). I'm about to speculate what the exact cause of the problem is, but I'm confident that it is here where it occurs. As soon as the JBExecutionBurning flame effects kick in, it could be that the celebration screen tries to draw these effects since they are attached to the player. The celebration screen knows it should draw the player, and maybe since there are live effects attached to it, it tries to draw them as well. This might not produce a crash bug because its not the same bit of UScript going round and round, its just drawing on screen. This is also why nothing odd in the log happens... the game doesnt log everything its about to draw. This case study continues after this quote:

LL|Skold said:
This time, at least 5 other people locked up at the same time.
The emphasis is on "this time", indicating that there isnt a set number of crashes. The rest of the sentence was left to put it in context. Lets try to think who is looking at the celebration screen with the suicider on. It obviously isnt the captured team... they're being roasted, but the capturing team are. I'd also bet that it is the human players on this team that all suddenly crash out as each client's celebration screen tries to draw the flame effects on the suicider. This is why some people remain; the captured team. They dont see the suicider (unless one of them dies by other means before the execution starts). When they eventually see the celebration screen, no character is displayed or a corpse is displayed, but in neither case would the flame effects be present. The server doesnt crash either because drawing game effects is obviously done client-side.

Case 2: 'Normal' Capture
In this instance, the celebrator is on the capturing team. He just dances about taunting them. A crash will never occur in this instance because the flame effects arent trying to be drawn on the celebrator. The game resumes as normal.

Conclusion
  • The problem only occurs when the last man suicides.
  • The problem occurs at the point where the game tries to draw flame effects on the suicider.
  • Only those clients who are trying to draw these effects crash out. This would be every human player on the capturing team.
  • Those who dont see it carry on playing as their client didnt have to draw the effects on the suicider.

Possible Complications
This report is pure speculation, but conducted over plenty of evidence. The one point that doesnt meet the comments of everyone in the public forum is:
Haarg said:
Mychaeel said:
Random, but only in JB-Arlon and always exactly when players are about to skeletize, right?
I do see the player skeletons, but otherwise you are correct.
I think this could be a misinterpretation of Mychaeel's quote. You do see the player skeletons in a 'normal' execution and if you are one of the players being executed. Unless its possible for a player in a JBExecutionBurning environment to be skeletized before having the flame effects rendered, my evidence has a flaw in it.

However, that said, I do feel that the problem is on the Celebration screen for the reaons described above.

We'll see if Mychaeel and the team confirm this or not soon I hope :)
 

Trueblood

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I never thought that when you said the private forums were always empty you would have to post out here xD but then again, how many read this? ;)
Doesnt solomander have burning death sequence or is that skeletized too? Cant the burning + skeletized be put together? or perhaps one before the other.
 

Mychaeel

New Member
Wow. Zed, your bug reports are really outstanding. :)

With what you're describing it should be easy enough to arbitrarily reproduce this bug -- right now I'm still busy for a few hours, but tonight (before or after the lockdown or perhaps on a dedicated test server) we could try to trigger this problem to confirm your thesis. If you're right, fixing this bug should be relatively easy.
 

haarg

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I can't really remember if this only happened on player suicides.
Haarg said:
Mychaeel said:
Random, but only in JB-Arlon and always exactly when players are about to skeletize, right?
I do see the player skeletons, but otherwise you are correct.
As it isn't entirely clear what I meant here: I would see the players be skeletized, and at the same instant the game would freeze.
 

funkblast

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The execcution lock up just happen to me while the last player suicided but other players also locked up when the last player was caught by the other team. :hmm:
 

gunhero

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OK thread revival.

This is what happened to me. I was playing arlon. no one suicided and the round went casually. Right untill about a split second before the lightning hit the game locked up. the music started repeating over and over.

next i was playing jb-cavern

the round went usual and when we caught the other team. as soon as they hit the lava it locked up and the music started looping.

waited for 20 mins. no log..

edit: THE GAME CRASHED. ALL I SAW WAS THE SKELETONS ON FIRE AND AS SOON AS THAT HAPPENED IT SEEMED TO CRASH, ONLY ONLINE THOUGH.
 
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_Lynx

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This happened when we played a LAN game. The UT installed there is quite old, so I made a simple SFX archive containing update to 3355 and JB2004b with some maps. It all worked fine but one of us was experiencing that freeze nearly every second execution. For some reason he started a dedicated server and on top of it started a client. So the client was freezing but other ppl could run as If nothing happend for 3 or 4 minutes before the server froze too. The problem coul have been "defeated" only by pushing reset button. As we played in computer club (smth like internet cafe, but exclusively for gamers) hardware on all computers was the same, but only that guy was experiencing lockups.
 
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