Origins Server?

well that's a relief.


Now I'm thinking this could be related to the way I restart the dayz server... I am running my dayz server exe's as a firedaemon service.

I have batch scripts that call "stop dayzOrigins" to stop the service, then I call "start dayzOrigins" 15 seconds later. Is it possible that this is the cause? I never experienced an issue with this with dayz vanilla.

I guess I could try the old BE shutdown but I had issues with it before.


Well there used to be an issue with normal dayz where if u started the process up too quickly after shutting it down it failed to write half the shit to the database. It is possible that is the cause of your issue but it seems a little odd that it would cause an issue and cause the server to crash.
 
Ur right man. Instead of complaining about the hard work of the community those bitching ppl should sit down and try to understand how everything works instead of crying for the "pressonebuttoneverythingworks"-patch.

By the way i found that fn_selfActions.sqf is also doubled in pains git repo but only referenced in Debug folder. The one in BASTARDS folder should be safe to delete and spare some more kb :)


Gone - Thanks
 
Well there used to be an issue with normal dayz where if u started the process up too quickly after shutting it down it failed to write half the shit to the database. It is possible that is the cause of your issue but it seems a little odd that it would cause an issue and cause the server to crash.

yeah and it doesn't explain the crash after running for 2 hours and 45 min.


I am also taking DB backups every 15 min but I don't think that would affect this...
 
ok I created a trigger that will store the inventory on updates to the object_data table into a logging table.

Are you guys running the latest a2oa beta? I tried to update today and it told me I had a bad cd key... not sure whats going on with that...

I am running 104648 on our server and only crashed once since the server has been up.
 
well that's a relief.


Now I'm thinking this could be related to the way I restart the dayz server... I am running my dayz server exe's as a firedaemon service.

I have batch scripts that call "stop dayzOrigins" to stop the service, then I call "start dayzOrigins" 15 seconds later. Is it possible that this is the cause? I never experienced an issue with this with dayz vanilla.

I guess I could try the old BE shutdown but I had issues with it before.


Does FireDaemon restart the server automatically if it crashes?
Possible that FireDaemon is restarting the server thinking it crashed when you stopped it, and your script is also restarting it causing two servers trying to start?
 
are you running any anti hacks on your server? also what is your pop like? On my 2nd server (avg 30) it only crashed today for the first time.


We only have a lite load.
We might see max 10 people. Just a small group.

I run Gotcha-Antihacks, but it's more for the panel for times autorestarts.
Though the antihack stuff is running, it has only kicked people occasionally for teleporting and having banned guns in their inventory.

We had issues like that with our Arma 3 server all the time.
Dropped the slots to 25 and never had another crash.
 
Does FireDaemon restart the server automatically if it crashes?
Possible that FireDaemon is restarting the server thinking it crashed when you stopped it, and your script is also restarting it causing two servers trying to start?

The service is set to automatic which means if I tell it to stop, it will not restart the service unless I send the start command or if the server reboots.

FD (or windows service manager) will restart the service if it crashes.
 
We only have a lite load.
We might see max 10 people. Just a small group.

I run Gotcha-Antihacks, but it's more for the panel for times autorestarts.
Though the antihack stuff is running, it has only kicked people occasionally for teleporting and having banned guns in their inventory.

We had issues like that with our Arma 3 server all the time.
Dropped the slots to 25 and never had another crash.

I've merged the changes you made to the serverside PBO with mine and will test this out. Looks like you have a fix in there for corpse cleanup which my server is not doing.

Also what is the table "character_data_dead" used for? I do not see any records in there
 
I've merged the changes you made to the serverside PBO with mine and will test this out. Looks like you have a fix in there for corpse cleanup which my server is not doing.

Also what is the table "character_data_dead" used for? I do not see any records in there

Its a table we should have but don't >.< one of the functions is supposed to place things into that database table and looking at the name i am going to assume its to move all dead characters into that table.

Below is the function:
Code:
BEGIN
    
    DECLARE iNumVehExisting INT DEFAULT 0; 
    DECLARE iPlayerUID INT DEFAULT 1; 
    
    SELECT count(DISTINCT `PlayerUID`) 
        INTO @rsMaxNum
        FROM `character_data` 
        WHERE `Alive` = '0';
    
    WHILE (iPlayerUID < @rsMaxNum) DO
    
        SELECT DISTINCT `PlayerUID`
            INTO @nPlayerUID
            FROM `character_data` 
            WHERE `Alive` = '0' 
            ORDER BY `PlayerUID` LIMIT iPlayerUID,1;

        SELECT count(`PlayerUID`) 
            INTO @numPlayerUID
            FROM `character_data` 
            WHERE `Alive` = '0' 
            AND `PlayerUID`=@nPlayerUID;
        
        IF (@numPlayerUID>1) THEN 
            SELECT `CharacterID`
                INTO @nCharacterID
                FROM `character_data` 
                WHERE `Alive` = '0' 
                AND `PlayerUID`=@nPlayerUID  
                ORDER BY `Datetime` DESC LIMIT 1,1;
    
            INSERT INTO `character_data_dead` (CharacterID,PlayerUID,Alive,InstanceID,Worldspace,Inventory,Backpack,Medical,Generation,Datestamp,LastLogin,LastAte,LastDrank,Humanity,KillsZ,HeadshotsZ,distanceFoot,duration,currentState,KillsH,KillsB,Model,Datetime) 
                SELECT CharacterID,PlayerUID,Alive,InstanceID,Worldspace,Inventory,Backpack,Medical,Generation,Datestamp,LastLogin,LastAte,LastDrank,Humanity,KillsZ,HeadshotsZ,distanceFoot,duration,currentState,KillsH,KillsB,Model,Datetime 
                FROM `character_data` WHERE `Alive` = '0' AND `PlayerUID`=@nPlayerUID AND `CharacterID` <> @nCharacterID;
            
            DELETE FROM `character_data` WHERE `Alive` = '0' AND `PlayerUID`=@nPlayerUID AND `CharacterID` <> @nCharacterID; 
        END IF;
    SET iPlayerUID = iPlayerUID + 1;

    END WHILE;

END
 
I noticed something odd... the char_data table does not contain a record of "nuetral" kills (not hero, not bandit) is this a bug or does origins ignore this data.
 
The service is set to automatic which means if I tell it to stop, it will not restart the service unless I send the start command or if the server reboots.

FD (or windows service manager) will restart the service if it crashes.


Yea - I use Gotcha and it sends the #shutdown command, and then it runs the .bat file I have.
I removed the server start from the .bat (only used for spawning, db backups and ban list updates) , and let our control panel assume the server crashed, and it automatically restarts it.
 
i think origins ignores it. can't see anything that links normal player kills. Seems they only cared about hero, bandit , normal zombies and headshots on zeds.

Anyways off to get some sleep to ill catch up with this thread in the morning.
 
Ok, here's what I did. Adjusted the compile to point to the MPmission, threw a copy of the Origins compile into it, adjusted it as written by Krixes, and followed all the steps, however when I attempt to use it, it won't work and no one can access their houses, so I rolled it back to the previous MPmission pbo. Ideas?
 
the 1290-v2 is the fastest intel e3 process on the market. Their highest clocking xeon processor that I am aware of.

Never had this issue with regular dayz servers at that capacity (99).

Also I am getting memory address errors. I doubt that the processor is the culprit here

Dump Summary
------------
Exception Code:0xC0000005
Exception Information:The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Heap Information:Not Present


from the a2 log file:
Mods: @dayz_1.origins.tavi
Distribution: 0
Version 1.62.102285
Fault address: 62DD9B98 01:00078B98 C:\dayz\origins\@dayz_1.origins.tavi\HiveEXT.dll
file: dayz_1.origins
world: tavi
Prev. code bytes: CC CC CC CC CC CC CC CC 55 8B EC 2B 4D 08 78 0D
Fault code bytes: DD 04 CD 70 11 ED 62 DC 08 DD 18 5D C3 DD 00 BA

Registers:
EAX:00A8958C EBX:106A5F20
ECX:000BADB7 EDX:00000000
ESI:00A8968C EDI:00A89874
CS:EIP:0023:62DD9B98
SS:ESP:002B:00A89568 EBP:00A89568
DS:002B ES:002B FS:0053 GS:002B
Flags:00010206
=======================================================
note: Minidump has been generated into the file dayz_1.origins.tavi\arma2oaserver.mdmp
Trust me, that is not enought for more than 40-50 slots.
Im running an ever better CPU now and i can only have 55 players.

Can you tell me how you changed both loadingscreens on your server?
 
Just got a crash.


Code:
 3:06:10 "UPDATE: [B 1-2-F:1 (The Reckoner) REMOTE,[["10x_303",2],["10x_303",5],["10x_303",5],"ItemWaterbottle","ItemRestTent","ItemPainkiller","ItemAntibiotic",["8Rnd_9x18_Makarov",7],"8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","ItemBandage","ItemBandage","8Rnd_9x18_Makarov","ItemBandage","ItemBandage"],false]"
3:06:10 "_PlayerID=111997574,_bb_baseserver=[0,0,0,0,0,0,0,0],_character=B 1-2-F:1 (The Reckoner) REMOTE"
3:06:11 "_object=22aa6080# 782144: suv.p3d, _type=repair, _objectID=1491, _uid=0"
3:06:11 "Server setFixServer.sqf"
3:06:13 "_object=B 1-3-M:1 (4epTuk) REMOTE, _type=all, _objectID=1361, _uid=0"
3:06:13 Client: Object 105:8 (type Type_70) not found.
3:06:13 "UPDATE: [B 1-1-H:1 (VETiD) REMOTE,["ItemPainkiller","ItemWaterbottle","FoodCanSardines","ItemSodaCoke","FoodCanSardines","FoodCanSardines","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","ItemMorphine","ItemAntibiotic","ItemMorphine",["6Rnd_45ACP",5],"6Rnd_45ACP",["6Rnd_45ACP",2],"ItemBandage","ItemBandage","ItemBandage","6Rnd_45ACP","6Rnd_45ACP"],false]"
3:06:13 "_PlayerID=9379972,_bb_baseserver=[0,0,0,0,0,0,0,0],_character=B 1-1-H:1 (VETiD) REMOTE"
3:06:13 "UPDATE: [B 1-3-I:1 (Delakrois) REMOTE,[],false]"
3:06:13 "_PlayerID=81446662,_bb_baseserver=[0,0,0,0,0,0,0,0],_character=B 1-3-I:1 (Delakrois) REMOTE"
3:06:13 "_object=B 1-3-I:1 (Delakrois) REMOTE, _type=position, _objectID=1475, _uid=0"
3:06:14 Client: Object 104:7 (type Type_70) not found.
3:06:15 Server: Network message 1b65e6f is pending
3:06:15 Server: Network message 1b65e6f is pending
3:06:15 Server: Network message 1b65e70 is pending
3:06:15 Server: Network message 1b65e71 is pending
3:06:15 Server: Network message 1b65e72 is pending
3:06:15 Server: Network message 1b65e73 is pending
3:06:15 Server: Network message 1b65e74 is pending
3:06:15 Server: Network message 1b65e74 is pending
3:06:15 Server: Network message 1b65e75 is pending
3:06:15 Server: Network message 1b65e75 is pending
3:06:15 Server: Network message 1b65f0f is pending
3:06:16 Server: Network message 1b660e4 is pending
3:06:16 Client: Object 104:7 (type Type_94) not found.
3:06:16 Server: Network message 1b661ef is pending
3:06:16 Server: Network message 1b661ef is pending
3:06:16 Server: Network message 1b661ef is pending
3:06:16 Server: Network message 1b661ef is pending
3:06:16 Server: Network message 1b661ef is pending
3:06:16 "START verbb _this=[24d4d600# 782613: small_garage.p3d,B 1-1-C:1 ([SS]Loxi) REMOTE,4,"12146054",102,1]"
3:06:16 "1_objectC=24d4d600# 782613: small_garage.p3d,_playerC=B 1-1-C:1 ([SS]Loxi) REMOTE,_objectLevelC=4,_playerIDC=12146054,_passwordC=102,_flagTo=1"
3:06:16 "2_objectC=24d4d600# 782613: small_garage.p3d,_playerC=B 1-1-C:1 ([SS]Loxi) REMOTE,_objectLevelC=4,_playerIDC=12146054,_passwordC=102,_RealPass=102,_flagTo=1"
3:06:16 "3_objectC=24d4d600# 782613: small_garage.p3d,_playerC=B 1-1-C:1 ([SS]Loxi) REMOTE,_objectLevelC=4,_playerIDC=12146054,_passwordC=102,_RealPass=102_flagTo=1"
3:06:16 "_result = ["PASS","2e300371"], ARRAY"
3:06:16 "_key2 = CHILD:504:2e300371:"
=======================================================
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 6F129B98
Allocator: C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\Expansion\beta\dll\tbb4malloc_bi.dll
graphics:  No
resolution:  160x120x32
 
It always crashes with a line such as:
3:06:16 "_result = ["PASS","2e300371"], ARRAY"
3:06:16 "_key2 = CHILD:504:2e300371:"
 
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