Log from tonights crash. Might be the most detailed.
----
UTCompOmni_ONSGameRules_CheckScore: Finished Resetting ClientViews
EvenMatchDebug_NotifyLogout: DEBUG: BIG_FloPPies disconnected
NetComeGo: Close TcpipConnection laser_monkey's IP:61614 03/20/23 21:59:57
UTCompOmni_ONSGameRules_CheckScore: Finished Resetting ClientViews
ScriptLog: Reset Onslaught.
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 101616->96797; refs: 1349249
Warning: ONSOnslaughtGame ONS-Nevermore-TMU-YEAAAHH-its-pOOtylicious-V15.ONSOnslaughtGame (Function Engine.GameInfo.DiscardInventory:0007) Accessed None 'Other'
Warning: ONSOnslaughtGame ONS-Nevermore-TMU-YEAAAHH-its-pOOtylicious-V15.ONSOnslaughtGame (Function Engine.GameInfo.DiscardInventory:000F) Attempt to assign variable through None
Warning: ONSOnslaughtGame ONS-Nevermore-TMU-YEAAAHH-its-pOOtylicious-V15.ONSOnslaughtGame (Function Engine.GameInfo.DiscardInventory:0017) Accessed None 'Other'
Warning: ONSOnslaughtGame ONS-Nevermore-TMU-YEAAAHH-its-pOOtylicious-V15.ONSOnslaughtGame (Function Engine.GameInfo.DiscardInventory:001F) Attempt to assign variable through None
Warning: ONSOnslaughtGame ONS-Nevermore-TMU-YEAAAHH-its-pOOtylicious-V15.ONSOnslaughtGame (Function Engine.GameInfo.DiscardInventory:002A) Accessed None 'Other'
EvenMatchDebug_NotifyLogout: DEBUG: Laser_monkey disconnected
Warning: Invalid object index 32071688
Warning: This is: TcpipConnection Package.TcpipConnection
Critical: Assertion failed: IsValid() [File:.\UnObj.cpp] [Line: 464]
Its getting stuck on thinking it still has a connection but it doesn't
Exit: Executing UObject::StaticShutdownAfterError
Critical: UObject::~UObject
Critical: UNetDriver::TickDispatch
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: Level Nevermore-TMU-YEAAHH-its-p00tylicious
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Exiting.
Log: FileManager: Reading 2 GByte 4476 MByte 4194546 KByte 508 Bytes from HD took 6.304872 seconds (4.623849 reading, 1.681022 seeking).
Log: FileManager: 2.294016 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 03/20/23 21:59:57
----
Laser_monkey disconnect before end of round, the round ended (Reset Onslaught) and then The Notify_Logout for Laser_Monkey Happened...
Code: Select all
function NotifyLogout(Controller Exiting)
{
Super.NotifyLogout(Exiting);
if (PlayerController(Exiting) != None && Exiting.PlayerReplicationInfo != None ) {
if (!Exiting.PlayerReplicationInfo.bOnlySpectator)
if (bDebug) log("DEBUG: " $ Exiting.GetHumanReadableName() $ " disconnected", 'EvenMatchDebug_NotifyLogout');
else if (bDebug) log("DEBUG: " $ Exiting.GetHumanReadableName() $ " Became a Spectator", 'EvenMatchDebug_NotifyLogout');
// FYI I don't think NotifyLogout happens for specs They aren't Logout, they just spec
Rules.SetTimer(0.0, false);
CheckBalance(PlayerController(Exiting), True);
}
}
function CheckBalance(PlayerController Player, bool bIsLeaving)
{
if (!bBalanceTeamsWhilePlaying || (Level.Game.bOverTime && !bBalanceTeamsDuringOvertime))
return;
ActuallyCheckBalance(Player, bIsLeaving);
}
I don't see anything there to crash. I don't the Super.NotifyLogout is it (below), there's only Rules.SetTime(0.0, false) which clears timers, and CheckBalance which gets called, does nothing because !bBalanceTeamsWhilePlaying is !(false) = true, so it immediately returns. (True OR the rest doesn't matter)=True
Code: Select all
/Notification that a player is exiting
function NotifyLogout(Controller Exiting)
{
if (NextMutator != None)
NextMutator.NotifyLogout(Exiting);
}
UTComp doesn't have any functions like that. Only other one would be UAdminMod which I guess I should track down the source there.