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Critical Exception in NetworkManager "cleaning queues"
Author Message
Ultima One
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Posts: 238
Likes Given: 7
Likes Received: 10 in 6 posts
Joined: Jan 2013
Reputation: 6

Ultima One

Post: #1
Critical Exception in NetworkManager "cleaning queues"
Hi,

Finally converted all my scripts to the latest Nightly. On occasion (as I, completely randomly) we get this:

Code:
23:05:CRITICAL:Exception, in NetworkManager::Tick() #3 "cleaning queues"


It seems unrelated to anything, sometimes I get NetworkManager CRITICAL's and it survives, but sometimes it looks like this:

Code:
23:04:3:'ivanp' commands 'xflip'=1
23:04:'ivanp' commands uid=0438c0d0a (Large Marble Patio House - 347.004 gps) to 'flip'=1
23:04:3:'ivanp' commands 'nudgeup 3'=1
23:04:'ivanp' commands uid=0438c0d0a (Large Marble Patio House - 347.004 gps) to 'nudgeup 3'=1
23:05:FATAL:Server Unstable: Aborted
23:05:CRITICAL:Exception, in NetworkManager::Tick() #3 "cleaning queues"
23:05:FATAL:Server Unstable: Aborted
23:05:FATAL:Server Unstable: Aborted
23:05:FATAL:Server Unstable: Aborted
23:06:FATAL:Secure Mode prevents CTRL+C
23:07:(sphere_serv_triggers.scp,110)Save Stage Started. Forced: 1. Stage#: 2147483647
23:07:(sphere_serv_triggers.scp,110)Save Stage Started. Forced: 1. Stage#: 2147483647
23:07:CRITICAL:Assert pri=2:'pObRec->GetParent() == this' file '../common/CArray.cpp', line 35, in FixObj
23:07:ERROR:UID=038a3b6f, id=06257 'Jungle Steed', Invalid code=ffff (Bad memory allocation)
23:07:ERROR:GC: Object memory leak 175046!=175043
23:07:FATAL:Server Unstable: Aborted
23:07:FATAL:Segmentation fault
23:07:FATAL:Server Unstable: Aborted
23:07:FATAL:Server Unstable: Aborted
23:07:FATAL:Server Unstable: Aborted
23:07:FATAL:Server Unstable: Aborted
23:07:FATAL:Server Unstable: Aborted
23:07:FATAL:Server Unstable: Aborted
23:07:FATAL:Server Unstable: Aborted
23:07:FATAL:Server Unstable: Aborted


My ini has the Experimental Flags:
Code:
// EF_DiagonalWalkCheck         = 00000001
// EF_New_Triggers              = 00000008
// EF_Intrinsic_Locals          = 00000020
// EF_Item_Strict_Comparison    = 00000040
// EF_NewPositionChecks         = 00000080 // Do not set while server is running !!!
// EF_WalkCheck                 = 00000100
// EF_AllowTelnetPacketFilter   = 00000200 // Enables packet filtering for telnet connections as well
// EF_Script_Profiler           = 00000400
// EF_Size_Optimise             = 00000800
// EF_Minimize_Triggers         = 00001000 // Minimize trigger calls (use only 0.51 triggers)
// EF_DamageTools               = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking
// EF_PetSlots            = 00004000 // INCOMPLETE YET! DO NOT USE until this warning is removed!
// EF_UsePingServer             = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000)
// EF_NPCAct_Triggers           = 00010000 // Enable @NPCSpecialAction and @NPCAction triggers (mutual exclusive with EF_Minimize_Triggers)
// EF_FixCanSeeInClosedConts    = 00020000 // Change CANSEE to return 0 for items inside containers that a client hasn't opened
// EF_Specific                  = 01000000 // Specific behaviour, not completly tested
Experimental=00000200|00000040|00000008|00000400|00008000

and Network Settings:

Code:
///////////////////////////////////////////////////////////////
//////// Network Behaviour
///////////////////////////////////////////////////////////////
// WARNING: These are advanced settings that should not normally be changed
//          from the recommended default values!

// Disconnect inactive socket in x min
DeadSocketTime=5

// Maximum number of packets to send per tick
MaxPacketsPerTick=100

// Number of connections a client can make before being blocked
MaxPings=15

// Maximum number of packets before lowering packet priorities (0 for no limit)
MaxQueueSize=0

// Maximum number of bytes to send per tick (also governs maximum size of outgoing packets)
MaxSizePerTick=32000

// Time to remember previous connection history (seconds)
NetTTL=300

// Use asynchronous data sends (changing this setting at runtime may produce unexpected behaviour)
//  0 = Off
//  1 = On
//  2 = On for 4.0.0+ game clients only
UseAsyncNetwork=1

// Prioritise outgoing packets (provides a smoother experience in crowded areas)
UsePacketPriority=0

// Enables an additional buffer for outgoing data.
UseExtraBuffer=0

// Tooltip modes
//  0 = Always send full tooltip
//  1 = Wait for client to request full tooltip
TooltipMode=0

// Time to cache tooltip data for (seconds)
TooltipCache=30

// Automatically invalidate and resend tooltips when:
//  0001    item or character name changes
//  0002    item amount changes
//  0004    container weight changes
//  0008    weapon or armor durability changes
//  0010    weapon poison charge changes
//  0020    wand charge changes
//  0040    spell added to spellbook
AutoTooltipResend=07f

// Number of network threads. Clients are distributed evenly amongst each thread. Set to 0 to not
// use a separate networking thread.
NetworkThreads=1

// If network threads are used, this controls the priority they are assigned.
//  0   = Idle
//  1   = Low
//  2   = Normal
//  3   = High
//  4   = Highest
//  5   = Real-time
//  255 = Automatic (recommended)
NetworkThreadPriority=255


Any ideas? If only I could see line 35 of that c++ file Sad

ULTIMA ONE
The modern, sphere powered Ultima Online server
01-11-2013 08:19 AM
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Critical Exception in NetworkManager "cleaning queues" - Ultima One - 01-11-2013 08:19 AM

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