| Ultima One  Journeyman
 
  
   Posts: 238
 Likes Given: 7
 Likes Received: 10 in 6 posts
 Joined: Jan 2013
 Reputation: 6
 
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			| 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'=123:04:'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   ULTIMA ONE
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	| 01-11-2013 08:19 AM |  | 
	
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