I am pasting this for Zombie, it is a mail I received from him:
Hi Wolf,
This is the same guy asking about you ServerDog mod months back. Just
wanting to contact you about an issue you mentioned about the MonsterMash mod
and an old issue you've mentioned. I would have posted after the monstermash
announcement but TCP forum blocks average posters in that section from
replying.
Quote "The server crash / freeze bug could NOT be hammered out but I gave it
less reasons to occur."
I have reasonable suspicion that the Server crash/hang problem is a very
old original Unreal bug a nothing with the mod actually creating it. The
issue also mostly always occurs on Coop servers since there are other spawned
monster AI pawns controlled by the server in the map. Since the monstermash
spawns AI controlled pawns like a coop server that's why I think they are
tied.
I'm no programmer but I like to do bug testing and when I hit problems
with any software I test how it was caused. When running my own (Zombie's
DeadZone) Coop server I discovered how summoning monsters and then having
them attack you before disconnecting helps create the server freeze. For
instance, summon about 5 to 10 skaarjwarrior in a room and have them all
attack you while you have a lot of health (like 5000 so ya can't die). When
you get about 3 or more monsters physically attacking you, disconnect from
the server at that moment and I guarantee you will see a server hang. The
monsters that were attacking cause some sort of server infinite loop when the
pawn they were attacking no longer exists. However!, this server hang problem
never happens in a Listen Server, for whatever reason I don't know. Also, the
problem doesn't occur if a player suicides or dies before disconnecting after
a monster attack on a dedicated server as well.
I've talked to the mod creator of JCoop for Coop servers about this as
well but Joss hasn't really attempted to fix it after explaining it. Anyway,
some of the possible ways to fix it we discussed were putting some code in
for the Logout() function for when a player disconnects. Perhaps have the
playerpawn automatically die before the client disconnects? or even supply
some code which could possibly address how monster AI attacks in the script
for when the pawn suddenly no longer can be accessed.
If you have any reason to believe the issue in your mod is just like the Coop
problem you might wanna consider releasing a separate mod package for a
broader audience if you can correct the issue.
-ZD