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[GH-ISSUE #1021] [L4D2] Segmentation faults even after new distro and reinstall #807
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Originally created by @sdf3333 on GitHub (Aug 24, 2016).
Original GitHub issue: https://github.com/GameServerManagers/LinuxGSM/issues/1021
I had the GSM installed for my Debian server for Left 4 Dead 2, and kept getting segmentation fault errors when loading new maps or loading into a game. I read that a lot of people were mentioning debian in regards to the issue so I switched to CentOS and did a clean install of L4D2 with the GSM. The only changes made were to install Metamod and Sourcemod (no mods installed inside them).
I thought it was okay because it was working for a while, but when I left and started a new game in my server a bunch of times to see if it was completely fixed it got a segmentation fault again.
The CentOS install has more information in the server console when it happens than Debian
(SKIN) SetCharacter: Survivor Tom chose character Gambler(0) from model models/survivors/survivor_gambler.mdl./srcds_run line 312: 6347 Segmentation fault $HL_CMDThen it says there will be a server restart in 10 seconds
I'm at a loss as to what is causing this, the closest thing related to this I could find is someone having segmentation faults here at sort of the same place in L4D2, but I haven't edited or changed the autoexec file. The crash happens when switching maps or loading a game from the lobby, when the game is almost fully loaded to the client. It always happens right after it says my character chose a skin.
@UltimateByte commented on GitHub (Aug 24, 2016):
Hi,
Changing Debian for CentOS because of segfaults. What a bad idea, lol.
Sefgaults can have numerous reasons, but usually, it's either due to a bad addon's binary, or, a wrong glibc version, or, a wrong glibc fix. Let's try to see if LGSM installed a glibc fix :
ls ~/lgsmls ~/lgsm/libls ~/lgsm/bin(i'm not sure if it's in lib or bin, seen it once only :p )
Also, the minimum is to give us the output of "details" and cfg files (mask off sensitive info if any)
./l4d2server details
cat ~/serverfiles/cfg/l4d2-server.cfg
cat ~/serverfiles/cfg/autoexec.cfg
Eventually, you can include more logs.
Also, please use http://pastebin.com/ to provide them.
Ultimately, is there a special context where segfaults happen ?
@sdf3333 commented on GitHub (Aug 24, 2016):
http://pastebin.com/f2LDyPEU Here is my l4d2-server.cfg
There is no autoexec.cfg, I didn't make any and the program never made one
Here is my ./l4d2server details
http://pastebin.com/sFebtbMA
There is no lib or bin folder in the lgsm folder, only 'functions' and 'tmp'. The temp has a steamcmd_linux.tar.gz file inside, and the functions folder has the following http://pastebin.com/Cb1HqFXp
On new maps, very often after a full game has been completed and a new game is being loaded. The segfaults happen right after lines such as this
(SKIN) SetCharacter: Survivor Tom chose character Gambler(0) from model models/survivors/survivor_gambler.mdlDirectly after it says I chose a character (spawned/loaded into the game) it sometimes has the segfaults
Edit: I was concerned at first about the required version of glibc being lower than the current installed, however from the site it looks like 2.3.6 came out in 2005 and 2.1.7 came out in 2012 so it's just because of the way they numbered it.
@sdf3333 commented on GitHub (Aug 24, 2016):
Just did another fresh install, this is not related to Sourcemod or Metamod since they aren't installed. Segfaults still happening right after the Survivor gets assigned a character. Not every time, the segfaults happen about 10% of the time I try to load in to the server, but when they do happen they happen at the exact same time.
From the new debug.log
@dgibbs64 commented on GitHub (Aug 24, 2016):
I have had set faults because not enough ram. But that's just a guess
@jach11 commented on GitHub (Aug 24, 2016):
Was going to mention it might be worth posting what kind of hardware this is being run on, especially if you're getting seg faults on a clean install.
@sdf3333 commented on GitHub (Aug 24, 2016):
512 RAM / 256 MB swap, 2 Cores (Intel E3) OpenVZ SSD VPS
While games are loading and when I am playing I am only using about 160MB/512MB RAM, Swap is using about 20MB/256MB, CPU % shows if generally under 8% with some minor spikes while loading
@UltimateByte commented on GitHub (Aug 24, 2016):
Could cause a RAM usage peak then force close.
I'd put more swap considering you got only 512MB RAM, but i can't be sure this is the cause.
I would also have suspected Tmux 1.8 to be the issue, but since you had the same issue with Debian, it's probably not the cause.
Since it happens while loading game files, maybe it's because of currupted gamefiles ? In this case, this would help :
./l4d2server validateGlibc 2.17 is good enough. Usually, it works or it doesn't, but i've never seen a case where it only works partially... yet.
@jach11 commented on GitHub (Aug 24, 2016):
I'd put the issue on his VPS not having enough ram. He would most likely have to upgrade it, depending on his host solution.
@sdf3333 commented on GitHub (Aug 24, 2016):
Even during successful loads and gameplay the RAM usage is under 160MB and I've never seen the entire system use more than 200MB while monitoring, if the process crashes it just shows it going from ~25% of the system RAM usage to nothing because the process disappears. The RAM usage doesn't spike at all during successful loads, and it doesn't show it spiking during crashes either.
@UltimateByte commented on GitHub (Aug 24, 2016):
Maybe it tries to allocate RAM even though you don't see it happening.
The game itself required min Windows XP with 1GB RAM at launch, so... It's kinda sad if this is the case because i'd love seing this running on modest configs.
Otherwise i got no clue other than what i already said.
Maybe a bad kernel, a CPU interruption... Don't know.
uname -ato see your kernel.@jach11 commented on GitHub (Aug 24, 2016):
What host are you currently using if you don't mind me asking? If it's a host that also allows hourly usage i would try to upgrade the VPS to something with 1GB of ram and test that to see if the issue still persists.
@sdf3333 commented on GitHub (Aug 24, 2016):
I am switching hosts entirely to see if it fixes the problem, and will update when I find out what happens and if the problem persists.
@UltimateByte commented on GitHub (Aug 24, 2016):
Awaiting for feedback then. :)
@sdf3333 commented on GitHub (Aug 24, 2016):
I had Ramnode but just tested this on a new VPS with 1GB RAM from Serverhub. Same problem, crashed at the same point on the 3rd attempt at starting games. (Start game from lobby, success, leave and repeat until the crash)
Debian 8 install, the only thing I did was to apt-get update/upgrade, then followed the instructions on the install page for the l4d2 server manager. No problems, it took about 20 minutes to install, then I typed in the server name and rcon password when asked. Started the server, watched the console until the segfault showed up, there was literally nothing done on the server besides what I mentioned.
Here is the ./l4d2server details for my new server although I doubt it will help. Rebooted the server as well to clear up RAM (because the previous ./l4d2server details I did showed most of the RAM was taken/cached), took about 8 tries and I got the segfault again.
I have no idea if this is even related to the GSM or not because I don't have any experience running a server without it. I've found various postings of people having segfaults during map changes and whatnot, but it would seem like there would be more recent documentation of this particular issue if it's happening to me on new installs/servers like this. Or maybe people just don't notice it because the server reboots afterwards. :/
@jach11 commented on GitHub (Aug 24, 2016):
I will test it myself when i get back home
@sdf3333 commented on GitHub (Aug 24, 2016):
I don't know if this is confirmation bias or not but this only seems to happen if I connect via the lobby. I tried connecting directly via IP address (connect IP address), leave, and reconnecting that way about 30 times and it never got the segfault. Then on about 20 attempts via lobby Realism games 4 segfaults. So I connect via having mm_dedicated_force_servers set to my server's IP in my clientside autoexec.cfg
I'll update this if I can ever get it to crash via 'connect' in client console instead of joining from the lobby
Edit: OR, it might be some maps are less likely to cause it than others, because connecting via connect loads a campaign map on The Parish always, (since that's the server default) I'm going to try and test this
Edit2: The Parish from lobby just crashed it after about 10 attempts after all
Ran with debugging again and got
When I do ./l4d2server debug, the debug.log gets filled up with entries like this
With no other information.. Is this normal or does it mean there might be a problem with the start line?
@jach11 commented on GitHub (Aug 24, 2016):
Just tested it on a VPS with bhyve
Debian 9 w/4.6.0-1-amd64
2 Cores (Intel 1230v2)
4GB RAM
50GB Storage
Packages:
lib32gcc1 - v1:6.1.1-11
libstdc++6:i386 - v6.1.1-11
python - v2.7.11-2
tmux - v2.2-3
http://pastebin.com/raw/j22DUK5K
No seg faults at all.
@dgibbs64 commented on GitHub (Aug 24, 2016):
FYI I recommend using OVH (Kimsufi), Digital Ocean or Vultr. OVH being my favorite :)
@JimTR commented on GitHub (Aug 24, 2016):
I do hope you have gone through the same bug pattern as the op just firing a server up there and it works is not what is required here surly you need to work out if its a game fault , script fault or hardware fault rather than saying 'it works'
@sdf3333 commented on GitHub (Aug 24, 2016):
I just wiped again and am reinstalling after doing a dist upgrade to Debian 9 as well, so I should have the same packages as you.
Is there some way to rule out if GSM is causing this, for example would starting the server via ./srcds_run be representative of doing a normal install without GSM or would it cause potential issues with config files it created?
@dgibbs64 commented on GitHub (Aug 24, 2016):
Seg faults are generated by the binary file e.g srcds_linux. Seg faults are not an LGSM issue and will happen even without LGSM. LGSM is simply a very clever bash script that tells the server binary to run.
Seg faults are commonly caused when the binary has some issue with the OS or hardware. The problem is that seg faults are vague and dont tell you what the issue actually is.
Hope this helps.
@jach11 commented on GitHub (Aug 24, 2016):
@JimTR Would you like me to record myself going through the process of connecting to the server and loading each chapter of the game? It was actually a very boring and slow process, especially with the laptop that i'm forced to use right now.
@sdf3333
You can load the server manually if you'd like to, but i doubt it's an issue with LGSM.
@sdf3333 commented on GitHub (Aug 25, 2016):
Thanks for the help, sorry for wasting all your time then. I guess I'll have to wait and see if valve responds.
@UltimateByte commented on GitHub (Aug 25, 2016):
NP, you can't know before you ask, and you asked nicely :p
The only thing you can hopefully do to understand the issue is to get Valve to interpret your core dump, which isn't easy.
Otherwise, find another provider, becauce there might be something wrong with how it works, sometimes they provided modified distros, and make really crappy stuff, especially on VPS. Could still be a RAM issue though.
Wish you'll solve your issue ! Don't hesitate to report back, even though the issue is closed. ;)
@JimTR commented on GitHub (Aug 25, 2016):
@jach11 no would I ask that. I just mentioned did you follow the OP's bug trace exactly I.e followed the same process if you did not there is the point that you may have missed an issue within the game/hardware if you did there is a script issue simple process of elimination surly ?
@jach11 commented on GitHub (Aug 25, 2016):
@JimTR I did exactly what OP was doing. You're right, if i hadn't followed the same process then i could have missed an issue, but that's not the case.
@lock[bot] commented on GitHub (Jul 19, 2018):
This thread has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs.