Game 1 has just been launched. It uses v120.0.1 with pak64 Basics (http://forum.simutrans.com/index.php?topic=14126.0).
This game has administrators @Fifty and myself and the following rule set:
- Respect other players both on the map and in chat.
- Repair all breaks to public roads, lakes, and rivers and do not close shipping ways by raising terrain.
- Your player may be considered abandoned and removed if you appear to be inactive for more than a week without notification.
- Powerlines are to be built only by administrators using the public player; request power by placing a sign at the splash location. You must be serving an industry before requesting power.
- No bridges or causeways over water greater than 10 tiles long.
- No bridges, causeways or tunnels to serve water-bound industries (e.g. oil rigs).
- No air freight.
There is no set duration for this game. As it is the first full game to be run on this server we don't know how it will perform as the map becomes busier - hopefully we can get a nice busy map.
Enjoy! Post here if you have any questions or issues.
Thanks to @Fifty for the map and advice.
Quote•No air freight.
Pak64 does not have imbalanced airfreight. Well it has 1 aircraft that carries packed goods that obsoletes but it is hardly game breaking due to its slow speed (you make more profit sending the goods with a truck or train...). Or are you trying to say "no aircraft at all (freight or passenger)?".
Quote•No bridges or causeways over water greater than 10 tiles long.
So I can bridge over deep water as long as I place land every 10 tiles? And I can make land bridges as long as I do not close off shipping (bridges every so often)? You need to clarify that with something like "no raising of deep water below X with exception of slow progressive land fills for existing city expansion (3 tiles from a city building)".
EDIT:
Lol I remember playing this map last year. It was when the entire bottom of the map was a huge city.
No air freight means no air freight. Passenger aircraft are fine. It's not just about economics, it's also about not having airports built next to industries.
Raising the land to form a way = causeway. The rule means that you cannot build land-based ways across more than 10 tiles of open water, whether by building a bridge, raising land, or a combination of the two.
I want players who will recognise and happily abide by the spirit of the rules. I'm not interested in making the rules exact and extensive to close every possible exploit - I would rather lose the player(s) who play that way.
QuoteIt's not just about economics, it's also about not having airports built next to industries.
No one does that since freight aircraft in pak64 are pretty bad and obsolete...
QuoteI want players who will recognise and happily abide by the spirit of the rules. I'm not interested in making the rules exact and extensive to close every possible exploit - I would rather lose the player(s) who play that way.
If you have a lot of people/goods to satisfy sometimes you look for exploits lol.
Quote from: DrSuperGood on December 28, 2014, 11:31:13 PM
No one does that since freight aircraft in pak64 are pretty bad and obsolete...
No one
who fully understands the pakset's economics and is playing to maximise profit does that. That might cover you but it doesn't cover everyone, including me.
Quote from: DrSuperGood on December 28, 2014, 11:31:13 PM
If you have a lot of people/goods to satisfy sometimes you look for exploits lol.
Of course, but there's a difference between wishing/looking for exploits and physically polluting the map with them.
Server appears to have died 3 minutes ago from time of posting.
Server went down due to a power outage (thunderstorm). It's up again now.
Server appears to have died 1 and a half hours ago from time of posting.
Up now.
Player Rudi Team - are you still participating in the game? We have active players wanting to do more passenger transport. We will remove you if we don't hear from you or you don't manage your network.
We've had someone join the game and use their player to break public roads to stop other players' vehicles. As a result all unused players have been locked. Post here if you wish to join the game telling us which player you want and we will send you a password.
Server is down again.
Back up now. I'm starting to wonder if there's a routine interruption to the power supply here in the wee hours of the morning.
Company Rudi Team has now been removed.
Company H-Trans Ltd has been removed.
Both of the above companies have been left unattended.
The server appears to have crashed. The crash occurred immediately after I joined with me successfully joining to be met with an instant disconnect. Since then the server has been down.
strangely enough, my testing server went down about teh same time... but that was because my dynamic IP address changed.
Up now.
My IP address is dynamic too. I might have to start paying attention to that.
Server appears to have gone down again. This time it happened while I was playing with my client keeping going for several minutes with no commands being processed before I forcefully had to exit.
Up now.
This new kind of dropout seems to be a regular gig now, occurring at about the same time each day. The game is still running on the server so it's some kind of connection issue. I've assigned a static internal IP address to the server. Let's see what happens tomorrow...
Actually I can confirm the server did crash earlier. All progress I made has been lost.
Hey guys, Can i play on the server? I was on the game, and some one tell me that i have to request a player... So sorry for the bad english, i am brazilian and i don't speech english as verry well.:-X :-[
Quote from: fabiualex on January 09, 2015, 07:43:39 PM
Hey guys, Can i play on the server? I was on the game, and some one tell me that i have to request a player... So sorry for the bad english, i am brazilian and i don't speech english as verry well.:-X :-[
Hi, welcome, and yes, you can join. Tell us which empty slot you want and we will reset the player and send you a password by Personal Message. Carnivale Redux and I (XII) are happy to give you one of our lines so you can get started.
Quote from: moblet on January 09, 2015, 08:52:14 PM
Hi, welcome, and yes, you can join. Tell us which empty slot you want and we will reset the player and send you a password by Personal Message. Carnivale Redux and I (XII) are happy to give you one of our lines so you can get started.
I wish the empty slot 9. Can i change the colors sun? Thanks for the suport ;D
Password sent by PM.
Yes, you can change the colours.
QuoteYes, you can change the colours.
No you cannot because you cannot change colours in multiplayer. It seems to be a long running bug that changing colours in multiplayer only changes the local colour and not the colour with the server so when you rejoin it is always back to the original colour. I tried this as I wanted a red scheme but it did not work.
All colour changes would have to run through the server admins who do it server side. Frankly that does not seem worth it to me and actually should be pushed as quite a major bug (if only server games were more common so people cared...).
OK, so maybe you can't change the colours. Thanks @DSG for that clarification.
In this instance "server side" would presumably mean making the changes directly in the game on the server, yes? I'm not seeing anything in nettool that would perform this task.
QuoteIn this instance "server side" would presumably mean making the changes directly in the game on the server, yes? I'm not seeing anything in nettool that would perform this task.
Probably a missing feature from that tool. If the server runs with a graphic front end (non-POSIX) you can change the colours there and next time people join they will have the colours you set. Alternatively if you open the save in single player mode, quickly make a modification to colour (good as no passwords) and then put it back on the server the colours will change. At least I think that is what will happen (hopefully colour changes get saved, otherwise the feature would be utterly useless).
Quote from: DrSuperGood on January 10, 2015, 01:10:17 AM
No you cannot because you cannot change colours in multiplayer. It seems to be a long running bug that changing colours in multiplayer only changes the local colour and not the colour with the server so when you rejoin it is always back to the original colour. I tried this as I wanted a red scheme but it did not work.
I fixed this in Experimental ages ago.
The colors are locally, since some player may be colorblind and prefer a certain scheme that is already in use.
However, making it global could be done easily too.
QuoteThe colors are locally, since some player may be colorblind and prefer a certain scheme that is already in use.
However, making it global could be done easily too.
In this case I would recommend defaulting to global colour mode however also having a "colour blind" mode (default off) which overwrites all global colours with a locally defined/customizable colour scheme for all companies.
Server crashed about an hour ago while building powerlines (I replicated the crash twice by repeating the same action). @DSG and @benjad, you may have lost some work.
I have lost hours of work...
Please enable auto save every month. That would minimize the maximum work lost to 1 month (I think nearly 2 months were lost?).
Also please explain what you did to create the crash. It might be a bug that has not been fixed in nightly.
Monthly autosave enacted.
The crash occurred building a powerline bridge. I built regular powerlines from 337,340 to 340,340 and from 343,340 to 344,340 and then attempted to bridge between them. Building the bridge you see now worked fine. I'm presuming the presence of the rail line at 339,340 was what upset it.
Server currently appears down.
Waiting the server to come back e.e i wat to play :P
Up again now. Both games had crashed but everything else on the server machine was unaffected.
Given all these crashes it would be a good idea to move to a more recent version. Afaict, the powerline bug has been sorted out.
Would it be possible for you to obtain core dumps of the server after a crash? If executable was compiled with debug symbols, one can post-mortem try to find what crashed.
Quote from: Dwachs on January 15, 2015, 07:10:14 AMGiven all these crashes it would be a good idea to move to a more recent version. Afaict, the powerline bug has been sorted out.
If I run a nightly how do I ensure that players can find the correct version once it's dropped off the list of latest nightlies?
Quote from: Dwachs on January 15, 2015, 07:10:14 AMWould it be possible for you to obtain core dumps of the server after a crash? If executable was compiled with debug symbols, one can post-mortem try to find what crashed.
It would be possible if I knew how to do any of those things.
QuoteIf I run a nightly how do I ensure that players can find the correct version once it's dropped off the list of latest nightlies?
You update it every few weeks. Or if you are concerned about stability then browse the commits/ask what has changed and avoid updates to nightlies with major changes.
Heeeyy.. :c these days that i keep out crashed my company :-[ can i get a new password? it can be the empty slot 1 or 9. Thanks for the help.
Quote from: DrSuperGood on January 15, 2015, 03:50:16 PM
You update it every few weeks. Or if you are concerned about stability then browse the commits/ask what has changed and avoid updates to nightlies with major changes.
Gotcha, thanks.
Quote from: fabiualex on January 15, 2015, 07:48:01 PM
Heeeyy.. :c these days that i keep out crashed my company :-[ can i get a new password? it can be the empty slot 1 or 9. Thanks for the help.
PM sent.
I think i killed it this time, and I was just spectating. Wasn't even doing anything.
- got on, was examining my lines. (In fact, I wasn't even passworded in yet).
- game froze for about 30 seconds. Unresponsive to scroll or inspect commands.
- Closed game locally and restarted.
- On restart, server responds, attempt to connect and get the error message "not enough bytes transferred".
- server then becomes unresponsive.
Server rebooted, game is up again. The status bar on the server had hung and the game refused to relaunch.
Quote- game froze for about 30 seconds. Unresponsive to scroll or inspect commands.
That happens if the main thread gets blocked. That might occur if the server died as the sockets start to malfunction.
QuoteServer rebooted, game is up again. The status bar on the server had hung and the game refused to relaunch.
Server is currently down again.
QuoteGotcha, thanks.
If you migrate to the nightlies you can try enabling JIT2 which both you and 50 may find useful for supplying the industry.
What is going on? :C
Quote from: DrSuperGood on January 16, 2015, 02:43:32 PM
That happens if the main thread gets blocked. That might occur if the server died as the sockets start to malfunction.
So the most likely fix for this problem is a motherboard replacement?
Quote from: DrSuperGood on January 16, 2015, 02:43:32 PM
Server is currently down again.
Server is back up. Only the pak64 game stopped, the pak128 one kept going.
Quote from: DrSuperGood on January 16, 2015, 02:43:32 PM
If you migrate to the nightlies you can try enabling JIT2 which both you and 50 may find useful for supplying the industry.
Happy to do so, but I'll need advice on which version to run as I don't keep up with or test them myself.
QuoteSo the most likely fix for this problem is a motherboard replacement?
If it is hardware related? I was referring to the Berkeley sockets which the game uses for network functionality. Due to how slow network I/O is they will usually block the calling thread for extended periods. This is why when you query a server that is down the game becomes unresponsive for 10 seconds as the main thread blocks waiting for a response.
If the server crashes all open sockets on the client are not gracefully terminated. It should recover from this state when the TCP channel with the server times out however that could take a large number of seconds (default is 30?) and even longer if the program defines a larger value. When that occurs the thread will be revived with an error however if it does something stupid in response to this error (such as keep trying to reconnect) then it will appear to block infinitely.
I would not be surprised if there is some error in the network code that can cause an infinite loop or block indefinitely if the server freezes however it might be only in certain states that it can occur. I have also experienced the same hanging style crash on many servers when they go down. Othertimes the game progresses as if the server was still there but issuing orders does nothing.
Hello. I would like a player on your server, please. :)
PM with password sent.
Both servers "not enough bytes transferred", and crash.
Are working fine for me now.
I didn't touch them so they must have sorted themselves out. My internet connection was struggling at times yesterday.
Server down again :P
Up now (both games).
Though my own incompetence, I seem to have bankrupted my company. :P Could I have another slot? Doesn't really matter which.
Quote from: Asdfe on January 19, 2015, 01:44:26 AM
Though my own incompetence, I seem to have bankrupted my company. :P Could I have another slot? Doesn't really matter which.
Done in-game.
I have been having major connectivity issues with the server today. I am not completely certain but I do believe it is the server end and not my local connection giving difficulties. Is the connection being used heavily by someone to do something else? If not it might be a good idea to check if the server is not sending unwanted traffic.
@Fifty was having difficulty a few hours ago but it didn't seem to be affecting anyone else. He would see "not enough bytes transferred" while I would see the status bar "transferring map" hung and would have to close the map, wait for the sockets to reset themselves, and then restart the map . Are you having this difficulty also or do you think you were simply a casualty of Fifty's many attempts to access the game?
EDIT: by "it didn't seem to be affecting anyone else" I mean no one else seemed to be experiencing his exact problem. Everyone else was affected because the server would hang most times he tried to join the game.
QuoteAre you having this difficulty also or do you think you were simply a casualty of Fifty's many attempts to access the game?
Also getting "not enough bytes transferred" errors (which I was getting when 50 was online as well and later when it was only myself). In addition to that when it does load it can take anywhere between expected time to 20 seconds for orders to execute. Some times orders are even lost entirely with me having to re-issue them. The game also hangs for 15 seconds odd from time to time either restoring with huge latency or ending with a disconnect. Due to the latency involved I am often disconnected from out of sync. The map can also take 30 seconds to transfer instead of the usual <5 seconds during this time (usually resulting in the "not enough bytes transferred" error).
This sort of behaviour is symptomatic of high network congestion or extreme packet loss. If it keeps up I will run various ping and trace tests to your server to check if it is not an intermediate hop causing the problems. I would recommend checking that the server system or other systems attached to the server network are not generating excessive traffic.
On previous occasions when the server hasn't been performing I've been noticing poor internet performance. That hasn't been happening today, although I've not been doing any significant downloading or other activity so hop-type issues wouldn't have affected me. The only other activity on the server is the pak128 test game (which hasn't been crashing).
Is it possible the server is overheating? The pak128 appears less active so would be less prone to crashing under such circumstances.
I was playing the test gam 128. I noticed extreme lag in depot and changing schedule. I thought it was my 10 y old computer causing the lag.
Sent using recycled electrons.
The few times I did get connected, I also had a lot of lag. My client was clearly running far ahead of the server, as it would stop routinely to catch up. I am on a different internet connection than usual, but it should actually be much better than the one I usually play on. I could also connect to benjad's server perfectly fine.
I'm wondering if the Australia - USA fiber pipes were loaded last night and they were kicking strange port numbers? Additionally, since you're running a non-headless server, you've shrunk the window down so there is very little visible display, right? If you have the full display, it can consume a lot more system resources, leading it to lag.
Also: it doesn't seem to be restricted to the 64 game; I also think I crashed the 128 game at least once last night.
I would like to join. Any slot if any are still open.
Overheating is unlikely but I've switched to another machine for the day to see if it makes any difference. The first difference I'm noticing is that while the pak128 game is working, the pak64 game will list but won't respond. Router and firewall settings are the same for both ports. Any ideas?
Yes @Fifty, the visible map window had no action in it.
@jjatca will fulfill your request once the game is up again.
And I think I just crashed 128 again. I don't think it's your system since nobody was connected it shouldn't have been under any stress.
No idea why 64 won't respond.
Have you considered trying some new, different port numbers in a different range?
(also, by reducing visible map window, I mean shrinking the window size it so it is just the top bar, not just that there is no action going on there).
Could it be I corrupted the save? I did build a crazy bridge across two double height slopes at their high end before all this started.
The 128 map is still up and I can still connect to it.
I tried listing a new pak64 map on another port and that worked fine. I then tried to run our pak64 game from that port with no success. Also tried two backup copies of the game, one from 36+ hours ago, again without success. The maps all open on the server machine without fuss.
I've uploaded the game to http://simutrans-germany.com/files/upload/server13353-network.sve if anyone else wants to have a go.
I still can't connect to the 128 server -- have tried 3 times and in all cases it hangs, brings up the loading bar, which gets to about the edge of the network game dialog, and then I get the dreaded "not enough bytes transferred."
QuoteI still can't connect to the 128 server -- have tried 3 times and in all cases it hangs, brings up the loading bar, which gets to about the edge of the network game dialog, and then I get the dreaded "not enough bytes transferred."
About the same for me. Stops with same error around middle.
After some uninformative tests with @Fifty and a modem restart I gave everything a few hours rest and restarted the server. Both games are now working for me. See how you go...
I think 50 and I managed to crash the server some how (possibly involving bridges). I somehow managed to fragment a power network by building a road bridge over a power bridge start. After noticing the fragmentation we removed both and were building alternatives but it crashed when someone tried to join/re-join).
It also has likely corrupted the last save as my client crashed during saving.
The good news, however, is that we both seem to be able to connect again without issues.
pak64 reporting offline, 128 online.
Suspect it might be a game issue. Curious if the intersecting bridges are causing an issue. (That seems to be when problems began). Try removing them.?
Game is up again and working for me.
@jjatca - PM sent.
Both games presently offline due to internet outage.
Internet has been restored. Both games now up again.
both games unreachable... ping fails as well.
The server is down again. By this way, company will crash. Everytime that i try to play, i can't.
QuoteThe server is down again. By this way, company will crash. Everytime that i try to play, i can't.
Currently progress is advancing so slowly that is not much of a concern.
I would not be surprised if most of the server crashes are due to internet connectivity issues. The server appears to go down for an extended period every time I join and get booted with "Not enough bytes sent" errors.
So far only twice was there an actual crash in-game as far as I can tell. First was a crash caused by power bridges (not sure how) caused by moblet and the other was when I cut a power bridge with a road bridge which crashed when loading another map (must have corrupted the application but not the save so restart fixed). The common factor with these appears to be the power bridge.
The rest are due to network connectivity issues either disconnecting the server from the internet or causing the server to hang it would appear.
Hi,
I would like to join this online game. Are you going to restart it or open a new one in the next days?
It is currently being continued by someone else.
The game has been transferred to benjad's server and is listed as Moblet 64, continued.
@Gilgamesh which empty slot would you like? (The player will be reset so you get as much starting cash as possible.)
Quote from: moblet on January 26, 2015, 10:35:05 PM
The game has been transferred to benjad's server and is listed as Moblet 64, continued.
@Gilgamesh which empty slot would you like? (The player will be reset so you get as much starting cash as possible.)
the first one (blue) is ok ;)
I may have just crashed the server in trying to join it (most of my attempts to join the game have returned "not enough bytes transferred" errors).
Quote from: moblet on January 26, 2015, 11:07:18 PM
I may have just crashed the server in trying to join it
no, it is still running ;)
OK @Gilgamesh, managed to join the game and reset the player. PM sent with password.
Quick status of things:
Since hosting on Sunday night, server has ran without a hitch. I have learned one big thing:
Server will report "not responding" when trying to load a game (aka only one person can join at a time). Some with very poor connections to the server can take upwards of 90 seconds. During this time, the server appears to be down.
Some solutions? Consider ping times in server listing? Min speed requirements? Also concerned about multi continent game hosting. My server is in East Coast USA. Since been here, US folks (and ever UK) have reported much better responsiveness. While other side of the globe folks report frequent desyncs.
Add field to server info on server continent location?
Next to understand more about "not enough bytes transferred"
QuoteConsider ping times in server listing?
Ping has a subjective quantity and has nothing to do with how fast you can download the map or if you can play. It is possible to have a large ping and also a large download rate.
Additionally if the server is busy it cannot be pinged because all netcode runs of the same threads it would seem.
QuoteMin speed requirements?
No one knows the speed of a connection until they have actually tried it. I do agree that Simutrans servers should abort file transfers that are noticeably too slow (single digit kb or less per second).
QuoteWhile other side of the globe folks report frequent desyncs.
I think moblet's connection might have issues at times. Which would explain the problems we had connecting with him.
Quote
Add field to server info on server continent location?
Probably a good idea. Something like "Geographical Location".
QuoteNext to understand more about "not enough bytes transferred"
It occurs when ever a file transfer is interrupted. Since it did not complete, not enough bytes were transferred for the file so the transferred file can be considered corrupted. I believe this happens as the result of a socket failure or if the transfer speed really is too slow (there might be some fail safe timing code running).
The main issue is that the net-code is single threaded. Instead of the main thread blocking the game progression until network operations are done, it should run asynchronously with a netcode component. The netcode component should either use asynchronous I/O methods for communication or generate dedicated threads for large data transfers with several slave threads to process incoming requests. It should also have some form of bandwidth restriction code to prevent bandwidth saturation disrupting other server processes.
EDIT:
I would like to state my displeasure with Gilgamesh (Company 2 (blue)) construction within the cities I am operating in. These cities already had a perfect transport networks (>>90% pickup) and he has managed to knock down the population probably by 250-500 people across all those cities by demolishing houses. I will not be taking any action to stop him (I am not malicious) however I would like to make aware that I am displeased.
I'm still mostly unable to connect and never able to stay connected to this or any available server game even though my internet connection performs well in tests and at other tasks, so I cannot continue with my player (XII) or administration duties for this game.
QuoteI'm still mostly unable to connect and never able to stay connected to this or any available server game even though my internet connection performs well in tests and at other tasks, so I cannot continue with my player (XII) or administration duties for this game.
I think that is what was happening to most people playing when you hosted it. Something is not right with your connection through to the US and Europe.
Apparently a submarine cable between Australia and Asia has failed, maybe this is contributing.
seems that the server crashed...
9 days without a crash... no bad for XP. ;D
Game is back up and running.
Now trying to figure out how to open a 996,000kb log file to see what the last few steps were.
======
last "page" er so.
Message: network_command_t::rdwr: read packet_id=8, client_id=1
Warning: nwc_tool_t::rdwr: rdwr id=8 client=0 plnr=2 pos=335,134,-2 wkzid=4097 defpar=(null) init=0 flags=0
Warning: network_check_activity(): received cmd id=8 nwc_tool_t from socket[1236]
Warning: nwc_tool_t::clone: send sync_steps=1832279 wkz=4097 work
Message: network_command_t::rdwr: write packet_id=8, client_id=0
Warning: nwc_tool_t::rdwr: rdwr id=8 client=1 plnr=2 pos=335,134,-2 wkzid=4097 defpar=(null) init=0 flags=0
Message: network_world_command_t::execute: do_command 8 at sync_step 7329129 world now at 7329128
Message: packet_t::send: sent 51 bytes to socket[1236]; id=8, size=51
Message: nwc_tool_t::do_command: steps 7329129 wkz 4097 work
Message: nwc_tool_t::do_command: id=1 init=0 defpar=(null) flag=0
Message: wkz_remover(): at 335,134
Message: wkz_remover_intern(): at (335,134,-2)
Message: wkz_remover(): bound=0
Message: wkz_remover(): check tunnel/bridge
Message: wkz_remover(): removing way
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1236]; id=9, size=32
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1236]; id=9, size=32
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1236]; id=9, size=32
Message: route_t::calc_route(): No route from 42,374 to 263,244 found
Message: aircraft_t::calc_route(): search runway start near (263,244,0)
Message: route_t::append_straight_route(): start from (265,236) to (41,371)
Message: route_t::append_straight_route(): to (41,371) found.
Message: route_t::append_straight_route(): start from (41,371) to (48,371)
Message: route_t::append_straight_route(): to (48,371) found.
Message: network_command_t::rdwr: read packet_id=8, client_id=1
Warning: nwc_tool_t::rdwr: rdwr id=8 client=0 plnr=2 pos=335,135,-2 wkzid=4110 defpar=cobblestone_road init=0 flags=0
Warning: network_check_activity(): received cmd id=8 nwc_tool_t from socket[1236]
Warning: nwc_tool_t::clone: send sync_steps=1832349 wkz=4110 work
Message: network_command_t::rdwr: write packet_id=8, client_id=0
Warning: nwc_tool_t::rdwr: rdwr id=8 client=1 plnr=2 pos=335,135,-2 wkzid=4110 defpar=cobblestone_road init=0 flags=0
Message: network_world_command_t::execute: do_command 8 at sync_step 7329409 world now at 7329408
Message: packet_t::send: sent 73 bytes to socket[1236]; id=8, size=73
Message: nwc_tool_t::do_command: steps 7329409 wkz 4110 work
Message: nwc_tool_t::do_command: id=14 init=0 defpar=cobblestone_road flag=0
Message: two_click_werkzeug_t::work: Position 335,135,-2 valid=2
Message: two_click_werkzeug_t::work: Setting end to 335,135,-2
Message: wegbauer_t::route_fuer(): setting way type to 1, besch=cobblestone_road, bruecke_besch=NULL, tunnel_besch=NULL
Message: wkz_wegebau(): builder found route with 3 squares length.
Message: wegbauer_t::baue(): type=1 max_n=2 start=335,133 end=335,135
Message: spieler_t::int_undo(): undo tiles 3
Message: wegbauer_t::baue: strasse
Cannot see anything too unusual with the logs next to the last thing being that a street way was built (possibly at an invalid location?). Maybe the log file itself grew too big? Also possible that after 9 days a completely random crash occurred as a result of influences outside your control.
Might be a good idea to schedule a reboot once a week (during which time you swap the log files out, make remote backups etc).
looks like it crashed again.. rebooting and restarting.
====
Message: haltestelle_t::liefere_an(): Nova Logistics and Assosiates Headquarters: delivered goods (1 Mail) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Nova Logistics and Assosiates Headquarters: delivered goods (1 Mail) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Nova Logistics and Assosiates Headquarters: delivered goods (2 Mail) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Nova Logistics and Assosiates Headquarters: delivered goods (2 Mail) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Nova Logistics and Assosiates Headquarters: delivered goods (1 Mail) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Nova Logistics and Assosiates Headquarters: delivered goods (1 Mail) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Nova Logistics and Assosiates Headquarters: delivered goods (1 Mail) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Nova Logistics and Assosiates Headquarters: delivered goods (1 Mail) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Nova Logistics and Assosiates Headquarters: delivered goods (1 Mail) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Nova Logistics and Assosiates Headquarters: delivered goods (1 Mail) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Randomidity station: delivered goods (1 Passengers) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Randomidity station: delivered goods (2 Passengers) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Randomidity station: delivered goods (2 Passengers) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Randomidity station: delivered goods (1 Passengers) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Randomidity station: delivered goods (2 Passengers) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Randomidity station: delivered goods (1 Passengers) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Randomidity station: delivered goods (1 Passengers) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Randomidity station: delivered goods (2 Passengers) to ??? via ??? could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Randomidity station: delivered goods (2 Passengers) to ??? via ??? could not be routed to their destination!
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1408]; id=9, size=32
And back down again... have a bad feeling about this one.
====
Message: aircraft_t::calc_route(): search runway start near (365,113,0)
Message: route_t::append_straight_route(): start from (367,104) to (267,249)
Message: route_t::append_straight_route(): to (267,249) found.
Message: route_t::append_straight_route(): start from (267,249) to (267,243)
Message: route_t::append_straight_route(): to (267,243) found.
Message: route_t::calc_route(): No route from 263,244 to 42,374 found
Message: aircraft_t::calc_route(): search runway start near (42,374,0)
Message: route_t::append_straight_route(): start from (52,373) to (267,249)
Message: route_t::append_straight_route(): to (267,249) found.
Message: route_t::append_straight_route(): start from (267,249) to (267,243)
Message: route_t::append_straight_route(): to (267,243) found.
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1416]; id=9, size=32
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1416]; id=9, size=32
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1416]; id=9, size=32
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1416]; id=9, size=32
Message: route_t::calc_route(): No route from 365,113 to 263,244 found
Message: aircraft_t::calc_route(): search runway start near (263,244,0)
Message: route_t::append_straight_route(): start from (267,236) to (369,117)
Message: route_t::append_straight_route(): to (369,117) found.
Message: route_t::append_straight_route(): start from (369,117) to (369,107)
Message: route_t::append_straight_route(): to (369,107) found.
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1416]; id=9, size=32
Message: route_t::calc_route(): No route from 42,374 to 263,244 found
Message: aircraft_t::calc_route(): search runway start near (263,244,0)
Message: route_t::append_straight_route(): start from (265,236) to (41,371)
Message: route_t::append_straight_route(): to (41,371) found.
Message: route_t::append_straight_route(): start from (41,371) to (48,371)
Message: route_t::append_straight_route(): to (48,371) found.
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1416]; id=9, size=32
=====
connected client crashed as well.
Unhandled exception at 0x006E8866 in simutrans.exe: 0xC00000FD: Stack overflow (parameters: 0x00000001, 0x00092FE4).
Unhandled exception at 0x006E9085 in simutrans.exe: 0xC0000005: Access violation writing location 0x00090FFC.
Down yet again, but I think I'm noticing a pattern this time.
====
Message: route_t::calc_route(): No route from 42,374 to 263,244 found
Message: aircraft_t::calc_route(): search runway start near (263,244,0)
Message: route_t::append_straight_route(): start from (265,236) to (41,371)
Message: route_t::append_straight_route(): to (41,371) found.
Message: route_t::append_straight_route(): start from (41,371) to (48,371)
Message: route_t::append_straight_route(): to (48,371) found.
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1420]; id=9, size=32
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1420]; id=9, size=32
265,236 tile is not valid waytype air. It never was. it was clear land recently converted into a road.
Attach the save. Since this is re-creatable it can be debugged and a fix committed.
That said, try advancing it past that stage locally using a nightly build. It could be a once off (or rare) occurrence that has already been fixed in the nightly.
It crashed again, I think that there is something broken due to the removal of the Treasured public station because there are still some ships, busses and also airplanes trying to access the former station (light green player and maybe others too)
QuoteIt crashed again, I think that there is something broken due to the removal of the Treasured public station because there are still some ships, busses and also airplanes trying to access the former station (light green player and maybe others too)
Maybe the solution is to remove such players completely? They had several days notice to move their convoys.
I never even used that exchange, it was started by the former Yellow player.
Player HD removed. Only one convoy, no route. Never chatted in chat, no construction for 5 years.
Player Future Corporation unlocked. Any no route/waiting convoy sent to depot. Never in chat, no idea who it belongs to. If this is your player, PM me for new password. Will be removed in a few days of no activity.
Will see what happens with invalid routes removed, but still think it is airport related.
Quote from: DrSuperGood on February 05, 2015, 05:18:56 AM
That said, try advancing it past that stage locally using a nightly build. It could be a once off (or rare) occurrence that has already been fixed in the nightly.
Whatever the problem, it does appear fixed in a nightly. r7520 has no issues running the save. With r7373, it continually crashes.
EDIT: And after running for 2 hours in r7520, it crashes 10 secs after I post...
100% sure it is an air routing issue. I watched the plane land, it loaded to 100%, and then the server crashed.. likely when aircraft was pathfinding.
Message: route_t::calc_route(): No route from 42,374 to 263,245 found
Message: aircraft_t::calc_route(): search runway start near (263,245,0)
Message: route_t::append_straight_route(): start from (265,240) to (41,371)
Message: route_t::append_straight_route(): to (41,371) found.
Message: route_t::append_straight_route(): start from (41,371) to (48,371)
Message: route_t::append_straight_route(): to (48,371) found.
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1412]; id=9, size=32
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1412]; id=9, size=32
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1412]; id=9, size=32
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1412]; id=9, size=32
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1412]; id=9, size=32
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1412]; id=9, size=32
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1412]; id=9, size=32
===============
I pulled the aircraft that I think is causing the crash... so we will find out now.
The savegame is here. https://drive.google.com/file/d/0B0gdCwqnX_TbYzZDOUY2QW45SVk/view?usp=sharing (https://drive.google.com/file/d/0B0gdCwqnX_TbYzZDOUY2QW45SVk/view?usp=sharing)
The offending route is Future's air route LA1 between Persistence and Departure Exchange. Going to carefully cull the log, as I think I see a pattern as to when that route finding was successful, and when it caused a crash.
====
further edit.
Still crashes. Again an air route is in the log right before the crash. Restarted.
=====
Well, that's it. I have done all I can. Won't run for more than 3 minutes without crashing.
Message: haltestelle_t::unreserve_position(): failed for gr=030B50EC
Message: route_t::calc_route(): No route from 263,244 to 365,113 found
Message: aircraft_t::calc_route(): search runway start near (365,113,0)
Message: route_t::append_straight_route(): start from (367,104) to (267,249)
Message: route_t::append_straight_route(): to (267,249) found.
Message: route_t::append_straight_route(): start from (267,249) to (267,243)
Message: route_t::append_straight_route(): to (267,243) found.
Message: network_command_t::rdwr: write packet_id=9, client_id=0
Message: packet_t::send: sent 32 bytes to socket[1420]; id=9, size=32
Message: packet_t::send: sent 32 bytes to socket[1408]; id=9, size=32
Load the game up in singleplayer, recall all aircraft immediately from all players (pause the game to prevent it from crashing). After doing this save and test the stability (fast forward a long time). If it does not crash then use that fixed version as the server save and ban all aircraft. Passwords should remain intact during this operation as they are in a separate file.
Killed all planes; don't get any crashes with or without planes.
https://drive.google.com/file/d/0B70SXPKVMeFvVjBCMDl4X2ZkeU0/view?usp=sharin (https://drive.google.com/file/d/0B70SXPKVMeFvVjBCMDl4X2ZkeU0/view?usp=sharing)
EDIT: Got a crash with no planes quickly after startup :(
EDIT: Another crash with all the planes gone... sorry no log
EDIT3: here's a log:
Message: event: 0,-16
Message: gui_combobox_t::infowin_event(): close
Message: event: 0,-16
Message: gui_combobox_t::infowin_event(): close
Message: event: 0,-16
Message: gui_combobox_t::infowin_event(): close
Message: haltestelle_t::liefere_an(): Harmony Pirate Station: delivered goods (2 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): South Pirate Central: delivered goods (4 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): South Pirate Central: delivered goods (3 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): South Pirate Central: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): South Pirate Central: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: interaction_t::interactive_event(event_t &ev): calling a tool
Message: wkz_abfrage(): checking map square 98,103,-3
Message: wkz_abfrage(): index 1
Message: gui_textarea_t::recalc_size(): reset size to 11,0
Message: gui_textarea_t::recalc_size(): reset size to 209,11
Message: interaction_t::interactive_event(event_t &ev): calling a tool
Message: wkz_abfrage(): checking map square 98,103,-3
Message: wkz_abfrage(): index 1
Message: gui_textarea_t::recalc_size(): reset size to 11,0
Message: wkz_abfrage(): index 0
Message: gui_textarea_t::recalc_size(): reset size to 11,0
Message: gui_textarea_t::recalc_size(): reset size to 440,22
Message: haltestelle_t::liefere_an(): Pt. Lookout Flying Pirate Station: delivered goods (9 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Manipulation Pirate Station: delivered goods (2 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Manipulation Pirate Station: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Manipulation Pirate Station: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: message_t::add_msg(): Blue Riband for cruising
at 41.9 km/h was won by
(1267) H-Trans Ferry Boat. (at 97,445)
Message: haltestelle_t::liefere_an(): Individuality Pirate Station: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Individuality Pirate Station: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: wegbauer_t::route_fuer(): setting way type to 1025, besch=city_road, bruecke_besch=NULL, tunnel_besch=NULL
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (2 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (3 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (10 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (4 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (4 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (8 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Camaraderie Pirate Station: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (3 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Mail) to via could not be routed to their destination!
Message: event: 0,-16
Message: event: 0,-16
Message: event: 0,-16
Message: haltestelle_t::liefere_an(): Spontaneity Terminal: delivered goods (25 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Spontaneity Terminal: delivered goods (2 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Spontaneity Terminal: delivered goods (9 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Spontaneity Terminal: delivered goods (2 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Spontaneity Terminal: delivered goods (4 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Harmony Pirate Station: delivered goods (2 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Individuality Pirate Station: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Individuality Pirate Station: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Individuality Pirate Station: delivered goods (2 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Diversity Pirate Station: delivered goods (1 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Diversity Pirate Station: delivered goods (4 Passengers) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Manipulation Pirate Station: delivered goods (3 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): South Pirate Central: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): South Pirate Central: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): South Pirate Central: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): South Pirate Central: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): South Pirate Central: delivered goods (4 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): South Pirate Central: delivered goods (6 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): South Pirate Central: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Individuality Pirate Station: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Individuality Pirate Station: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Camaraderie Pirate Station: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (2 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (2 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (3 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (2 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (2 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (3 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (2 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (3 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): East Pirate Transfer: delivered goods (1 Mail) to via could not be routed to their destination!
Message: haltestelle_t::liefere_an(): Harmony Pirate Station: delivered goods (1 Passengers) to via could not be routed to their destination!
EDIT 4: Also noticed this -- why are electrification tools trying to be added to all sorts of random toolbars???
Message: message_t::add_msg(): Now active as RF&P.
(at -1,-1)
Message: toolbar_t::update(): update toolbar
Message: toolbar_t::update(): update toolbar SLOPETOOLS
Message: toolbar_t::update(): update toolbar RAILTOOLS
Message: wayobj_t::fill_menu(): try to add SlowOverheadpower(06231BA0)
Message: wayobj_t::fill_menu(): try to add HighSpeedOverheadpower(06231B00)
Message: hausbauer_t::fill_menu(): maximum 60
Message: hausbauer_t::fill_menu(): maximum 60
Message: hausbauer_t::fill_menu(): maximum 60
Message: toolbar_t::update(): update toolbar MONORAILTOOLS
Message: wayobj_t::fill_menu(): try to add SlowOverheadpower(06231BA0)
Message: wayobj_t::fill_menu(): try to add HighSpeedOverheadpower(06231B00)
Message: hausbauer_t::fill_menu(): maximum 60
Message: hausbauer_t::fill_menu(): maximum 60
Message: hausbauer_t::fill_menu(): maximum 60
Message: toolbar_t::update(): update toolbar TRAMTOOLS
Message: wayobj_t::fill_menu(): try to add SlowOverheadpower(06231BA0)
Message: wayobj_t::fill_menu(): try to add HighSpeedOverheadpower(06231B00)
Message: hausbauer_t::fill_menu(): maximum 60
Message: hausbauer_t::fill_menu(): maximum 60
Message: hausbauer_t::fill_menu(): maximum 60
Message: toolbar_t::update(): update toolbar ROADTOOLS
Message: wayobj_t::fill_menu(): try to add SlowOverheadpower(06231BA0)
Message: wayobj_t::fill_menu(): try to add HighSpeedOverheadpower(06231B00)
Message: hausbauer_t::fill_menu(): maximum 60
Message: hausbauer_t::fill_menu(): maximum 60
Message: hausbauer_t::fill_menu(): maximum 60
Message: toolbar_t::update(): update toolbar SHIPTOOLS
Message: wayobj_t::fill_menu(): try to add SlowOverheadpower(06231BA0)
Message: wayobj_t::fill_menu(): try to add HighSpeedOverheadpower(06231B00)
Also got a crash locally. The exception code was that of a stack overflow (unusual).
I will now run fully in debug mode to see where this is thrown.
I wonder why so many of my passengers and mail are failing to route. Why only me and not the other players?
EDIT:
Yes it appears to be a stack overflow. The problem is with function recursion (not sure if infinite or too deep yet).
Here is an example of the madness!
Quote
Simutrans Debug.exe!grund_t::obj_bei(unsigned char n) Line 591 C++
> Simutrans Debug.exe!grund_t::get_weg_nr(int i) Line 626 C++
Simutrans Debug.exe!grund_t::get_weg(waytype_t typ) Line 634 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2068 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Simutrans Debug.exe!road_vehicle_t::can_enter_tile(const grund_t * gr, int & restart_speed, bool second_check) Line 2208 C++
Simutrans Debug.exe!vehicle_t::can_enter_tile(int & restart_speed, bool second_check) Line 1062 C++
Oh and it goes on much longer. This is only a small amount (it overflow the maximum stack frame limit of visual studios).
Looking into cause and solution now. The current release reported a stack overflow crash so I tried with my own nightly debug build. That is also throwing a stack overflow error so I suspect the issue is the same and on-going.
EDIT:
I am pretty much 100% sure that this is an infinite recursion. Looking through the stack I see the same objects appearing again and again in a sequence. Will now try to resolve where/what these objects are.
EDIT:
It appears related to roundabout at 374,117 used by "East Pirate Dump". As this was constructed recently it would explain why the crashes only started now. Still investigating the cause.
Actually this would make a lot of sense. It grid locks in a circle dependency pattern. Delete the turning circle at 374,117 and the other one used for my South waste site for now, it should hopefully allow one to play. I just had the game crash while the one in the east was empty so it is possible the one in the south crashes it.
This would also explain the crashes on fifty's summer pak64 server. In the underground I used the same roundabouts. Working on being able to recreate the error now.
EDIT:
I am now 100% certain the crashes are due to MY ROUNDABOUTS lol. Well this is embarrassing...
I even have the crash re-creatable now 100% of the time. The reason it appeared randomly was due to the random nature of the passengers transported by busses on the roads (so each time you tested it was slightly different).
Will file bug report now. Please delete them in the mean time (removing the stop signs is probably sufficient).
https://drive.google.com/file/d/0B70SXPKVMeFvVkdDZlFPcDZjZHM/view?usp=sharing (https://drive.google.com/file/d/0B70SXPKVMeFvVkdDZlFPcDZjZHM/view?usp=sharing)
I've killed I think most of the one-way signs on the map. I didn't get any crashes in my brief testing. Should be able to just put this map up with the old pwdhash.
Server restored with 50s savegame in place.
Time to test it out. But interesting to see the problem at hand.
Not sure what happened today, I just had time to look a bit into the game but I see certain kind of destructive behaviour against my player.
At Treasured Airport they just isolated my bus terminal by deleting 4 of the 5 accessing roads, so my buses had to encircle half of the continent to reach their destination provoking hudge loss in incomings and jamming the station with waiting passengers. Near Manipulation you even used the public player to delete my own roads and bridges I need for the bus line to Effort. And this appearantly for the only reason to place some dead and not connected railway tracks there just to reserve land or don't let me restore the road.
Near Camaraderie you cut off my road to the printing works also using public player access.
This all without any notice or message to me.
Dear Gilgamesh, if you paid attention to the chat I explained why I disconnected you from Treasured. Your poorly built bus terminal clogged up a main road causing a traffic jam ~100 tiles long running from Treasured all the way down to Effort. As such I forced your busses down a long diversion to prevent such a blockage from occurring.
Since it was my road you connected on to I also kind of do have the right to do this. I decided I wanted to shut down the road because your airport was jamming it (rendering it a traffic hazard which could affect myself and at least 2 other players) so I pulled it all up. I built a bypass route so that your convoys would still operate and connected a bypass elsewhere for the rubbish trucks.
Quoteby deleting 4 of the 5 accessing roads
Except 2-3 of them were my roads. I do not mind people connecting to my roads as long as you do not decide to park convoys on them (which you were). After it caused a jam running well through Treasured almost to Effort I decided that the roads had to go so I pulled them up. I made sure your airport was still connected.
Quoteand jamming the station with waiting passengers
It always is jammed, just like the roads used to be that connected it. I did not want my waste transfers to be jammed so I had to bypass.
QuoteNear Manipulation you even used the public player to delete my own roads and bridges I need for the bus line to Effort.
Probably as part of a revision to the road system.
Effort does not need a bus line anyway as it already has a fully operation subway. Last time I checked the subway still had plenty of free capacity (working under 20%).
QuoteNear Camaraderie you cut off my road to the printing works also using public player access.
Again it was probably part of a road revision. It could also have been part of other players removing their roads as part of down sizing. For example 50 is removing a lot of his roads now.
QuoteThis all without any notice or message to me.
Read chat? I did mention the issue with Treasured. I could not have just left it like that until you came online as I need to move over 3,000 units of waste through that area per month and the transfers are clogged up with waste enough already.
Examine your routes carefully. Future will likely be removed tuesday evening, if continued to be unresponsive. Many of the roads neat TNA are future's. (Use shift+o to see).
I moved your minimuim speed sign back to make a highway. Your slow busses were jamming up the road badly. Leave space for future expansion, especially on busy routes.
Quote from: DrSuperGood on February 08, 2015, 07:46:22 PM
Dear Gilgamesh, if you paid attention to the chat I explained why I disconnected you from Treasured. Your poorly built bus terminal clogged up a main road causing a traffic jam ~100 tiles long running from Treasured all the way down to Effort. As such I forced your busses down a long diversion to prevent such a blockage from occurring.
Ok, then.. sorry, i was not aware of these problems.
I also looked in the chat but the last discussions were about other topics ;)
Downtime today due to:
- fire in the neighborhood causing power loss for several hours
- *.simutrans.com unreachable for last 2 hours.. (so announce server was unreachable. You could play by calling IP directly, but did lag big when trying to reach announce server).
should be back up and running now.
Offline again?
Odd.. laptop was found turned off. when back on, found battery at 100%. But my PC had also woken up from hibernation too... gremlins. Going to tag this a gremlins related issue. Restored now.
Or not... It appears down again.
restored... power settings changing magically.
Lots of new industries about. Might even be room for a new player.
Gilgamesh is now obstructing growth of cities. He is walling off sections with dis-used railway lines making it difficult for me to expand cities in those directions. Throw in the fact he has built rather cumbersome stations in a lot of cities that are completely unnecessary and waste space...
I would strongly advise he drops passengers completely as he is not particularly adding anything to the network (he is just mostly mirroring connections I made long ago).
Player South East Lines,
Blocking is not allowed (rule #1). Check into game and remove offending rails.
---- 24 hours not responsive. Causing jams, and passenger stations overflowing. Please check in.
Player SE Lines to be deleted in 24 hours due to unresponsiveness, causing traffic jams, and excessive passenger network backlogs (maybe even iron backlogs, jamming up that whole network).
PM sent, and plenty of notice given.
[Sorry for double post, needed to attract attention]
Player SE Lines removed. Check your lines. We have room for players to join if interested.
Can I have slot 7 please.
Can I please join Game #2 when
it starts
Last two requests to join, please join forum. ;D
Fifty (50), a deadlock has occurred in at least 1 place on core lines of yours. The result is ~40 trains seem to be permanently stuck now.
Server offline for more than a day? Why? And when will it come back online? Please reply.
Quote from: Ayan on April 02, 2015, 04:51:36 PM
Please reply.
I'm sure someone will. Your patience is appreciated. :)
Been out of town. I see the game has progressed barely 3 years in a week, and most players have left.
The pak64 game, Moblet, continued will end tomorrow (Mar 8th) at midnight UTC.
Can post the savegame if needed.
Well, it had a good run, it would seem to me. I feel like I did decently, although it may be awhile until I join another game.
The main issue is that no one was playing. It would be unfair if I just stayed with the client open to run time forward. I am still maintaining my company just that there is only so much I need to do when time is progressing as slowly as it is.
Would be nice if you could post the final save file just so that people who played could archive it (as they invested a lot of time on it).