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Dedicated server: Assertion failure -> Segfault

PostPosted: 12 Jan 2011, 13:23
by b3nn0
Hello,

Got this on my dedicated server:
0d1h15m47.3755 Player 79.216.142.191:38261(Leon) disconnected. Remaining players: 0
Defender team has won the match.
0d1h17m8.64172 A new player connected: 93.159.243.55:1786. Number of players: 1
ERROR : Assertion failed: "score_.getTeam(winner_team)" at line 1059 in file /home/musch/c++/gamecode/games/tank/src/beaconstrike/GameLogicServerBeaconstrike.cpp.
./start_server_ded.sh: line 6: 17871 Segmentation fault ./server_ded.x86

b3nn0

Re: Dedicated server: Assertion failure -> Segfault

PostPosted: 12 Jan 2011, 19:05
by b3nn0
Another one:
I was playing on the soccer map (alone, so no soccer game was started). Then I changed the level in the server console which resulted in weird behaviour:
1: No real spawn point was set (I always spawned in very weird places, the map was dm_bridge).
2: There was still the soccer-ball in the new map (dm_bridge, I then changed to dm_valley, with the same result. Only restarting the server helped).

Screenshots:
http://adrian.batzill.com/screen1.png
http://adrian.batzill.com/screen2.png
b3nn0

Re: Dedicated server: Assertion failure -> Segfault

PostPosted: 18 Jan 2011, 08:28
by Christian
Hi b3nn0,

the first problem seems to be a bug - we'll look into it.

The second problem stems from missing documentation. The loadLevel command takes two arguments - map and game type. Unfortunately, autocompletion was forgotten for the second parameter. So you loaded a Deathmatch map for game type soccer - the logic breaks down for that (no safety net included in this version).

You can e.g. do
loadLevel dm_bridge Deathmatch
or
loadLevel dm_bridge TeamDeathmatch

regards
christian

Re: Dedicated server: Assertion failure -> Segfault

PostPosted: 13 Jun 2018, 16:42
by CadenOliver
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