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November 20, 2009, 05:56:53 pm *
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Author Topic: [REL] Audio Client (v0.3.3) and Plugin (v0.3.4)  (Read 16161 times)
Incognito
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« Reply #255 on: November 04, 2009, 01:17:44 pm »

Does it crash when the streamer plugin is not loaded? Have you tried running nothing but the default gamemode and filterscripts to ensure that it is not a scripting problem?
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CrαcK
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« Reply #256 on: November 07, 2009, 12:08:36 am »

Quote from: server_log.txt
[08:01:47] *** Audio Plugin: Started TCP server on port 7778
[08:01:48] *** Audio_Setpack: Audio pack set to "doom55" (transferable)
[08:01:57] *** Audio Plugin: Incoming connection from 92.124.162.132:1916
[08:01:57] *** Audio Plugin: CracK (ID: 0) has connected
----------
Loaded log file: "server_log.txt".
----------

SA-MP Dedicated Server
----------------------
v0.3a, (C)2005-2009 SA-MP Team

[08:02:13]
[08:02:13] Server Plugins
[08:02:13] --------------
[08:02:13]  Loading plugin: audio.so
[08:02:13]
*** Audio Plugin v0.3.3 by Incognito loaded ***

[08:02:13]   Loaded.
[08:02:13]  Loaded 1 plugins.

[08:02:13]
[08:02:13] Ban list
[08:02:13] --------
[08:02:13]  Loaded: samp.ban
[08:02:13]
[08:02:13]
[08:02:13] Filter Scripts
[08:02:13] ---------------
[08:02:13]   Loading filter script 'audio.amx'...
[08:02:13]   Loaded 1 filter scripts.

[08:02:13]
----------------------------------
[08:02:13]   Manhunt Las Venturas
    By Mike (2006)
[08:02:13] ----------------------------------
The server crashes in some seconds after client connect. Also, as I said before, it does crash about 5/6 times, not every now and then.
« Last Edit: November 07, 2009, 12:45:21 am by CrαcK » Logged

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Incognito
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« Reply #257 on: November 08, 2009, 05:07:54 pm »

Well, I was not able to produce a crash by simply connecting, but I did discover another glaring problem—the server sometimes crashed when a client disconnected during a local file transfer. This only seemed to happen on Linux. My fix may or may not have addressed your crash, but you can try the new version to see if it makes any difference.

I also made a few changes to the client, including some optimizations and library updates. Any previous versions of the v0.3.3 client are still compatible with the v0.3.4 server version, though (it is not necessary to upgrade).

Quote
v0.3.4:
- Fixed crash on Linux that occurred when data was sent to a disconnected client
- Added support for automatic player indexing and deindexing
- Made some small optimizations to the client and updated a few of the libraries it uses (not required for the new plugin version)
« Last Edit: November 08, 2009, 10:09:24 pm by Incognito » Logged
CrαcK
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« Reply #258 on: November 08, 2009, 10:08:59 pm »

New version works better, but I managed to crash server connecting and disconnecting fast a few times (until connection throttling).
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Incognito
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« Reply #259 on: November 08, 2009, 10:20:41 pm »

I am not able to reproduce any further crashes on Debian 4/5. The connection throttling is in place server-side to ensure that clients do not reconnect too fast.
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mprofitt
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« Reply #260 on: November 09, 2009, 01:42:31 pm »

[16:35:52] *** Audio Plugin: Started TCP server on port 6666
[16:35:52] *** Audio Plugin: Error binding socket: Address already in use

I am getting this error if I stop the sever and restart it to quickly, ie. game mode restart.

It take 2 game mode restarts for the port binding to work or manually shut down the server for 30 seconds and restart it.

I am using _v34.

I am using Ubuntu, any ideas pf what can be causing my issue?

Thanks,
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CrαcK
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« Reply #261 on: November 10, 2009, 02:10:35 am »

It will be enough to make Audio_CreateTCPServer return the value, 1 - success, 0 - port in use.
And if it's in use, just create TCP Server in some seconds using a timer.
I hope it's not hard to do this.
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cyber_punk
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« Reply #262 on: November 10, 2009, 04:24:26 am »

[16:35:52] *** Audio Plugin: Started TCP server on port 6666
[16:35:52] *** Audio Plugin: Error binding socket: Address already in use

I am getting this error if I stop the sever and restart it to quickly, ie. game mode restart.

It take 2 game mode restarts for the port binding to work or manually shut down the server for 30 seconds and restart it.

I am using _v34.

I am using Ubuntu, any ideas pf what can be causing my issue?

Thanks,

Make sure you have Audio_DestroyTCPServer();  OnGameExit.
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mprofitt
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« Reply #263 on: November 10, 2009, 06:22:45 am »

[16:35:52] *** Audio Plugin: Started TCP server on port 6666
[16:35:52] *** Audio Plugin: Error binding socket: Address already in use

I am getting this error if I stop the sever and restart it to quickly, ie. game mode restart.

It take 2 game mode restarts for the port binding to work or manually shut down the server for 30 seconds and restart it.

I am using _v34.

I am using Ubuntu, any ideas pf what can be causing my issue?

Thanks,

Make sure you have Audio_DestroyTCPServer();  OnGameExit.

Audio_DestroyTCPServer(); is where it belongs.
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mprofitt
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« Reply #264 on: November 10, 2009, 07:53:57 am »

It will be enough to make Audio_CreateTCPServer return the value, 1 - success, 0 - port in use.
And if it's in use, just create TCP Server in some seconds using a timer.
I hope it's not hard to do this.

You have a very good idea. I verified the Audio_CreateTCPServer returns a value of 1 whether it succeeded or failed.
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Patrik356b / Ryder17z
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« Reply #265 on: November 11, 2009, 02:58:37 pm »

This is very good, however, I want *.MID files to be supported
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mprofitt
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« Reply #266 on: November 11, 2009, 10:29:53 pm »

[16:35:52] *** Audio Plugin: Started TCP server on port 6666
[16:35:52] *** Audio Plugin: Error binding socket: Address already in use

I am getting this error if I stop the sever and restart it to quickly, ie. game mode restart.

It take 2 game mode restarts for the port binding to work or manually shut down the server for 30 seconds and restart it.

I am using _v34.

I am using Ubuntu, any ideas pf what can be causing my issue?

Thanks,



Looks the the socket is wasting time in the TIME_WAIT state for a graceful closure of the socket. I timed it at about 60 seconds. Think we can by pass the twice the Maximum Segment Lifetime?

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