utf 10f - infiltration game bridge failing to start

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BassPwr
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utf 10f - infiltration game bridge failing to start

Post by BassPwr »

225f server (tried it on my own machine and with the xtc rented server)

Trying to test out the game bridge feature to infiltration that wolf provided with utf. Using utf 10f public, followed what the instructions say in manual (cannot determine if infiltration.u needs to be a serverpackage or not from manual but following crash appears to happen with or without it as serverpackage).

infiltration265 is installed
InfiltrationT.utx included with utf10f is installed
InfSkins.utx included with utf10f is installed and is server package

ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
;ServerActors=ServerDog.UdpServerQueryWFIX
ServerActors=IpServer.UdpServerUplink
MasterServerAddress=master0.gamespy.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink
MasterServerAddress=www.epicgames.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink
MasterServerAddress=master.qtracker.com MasterServerPort=27900
;ServerActors=spawner.makeitso
;ServerActors=ServerDog.a
;ServerPackages=hb3
ServerPackages=Female1skins
ServerPackages=Female2skins
ServerPackages=Male1skins
ServerPackages=Male2skins
ServerPackages=Male3skins
ServerPackages=SkTrooperskins
ServerPackages=UTF_Resources
ServerPackages=UTeamFix
ServerPackages=UTF_CustomProjectiles
ServerPackages=UTF_Items
ServerPackages=UTF_GUI
ServerPackages=UTF_Pawns
;ServerPackages=SKTrooperTeam
;ServerPackages=UTeamSkins
ServerPackages=UTF_Infiltration
;ServerPackages=Infiltration
;ServerPackages=InfiltrationT
ServerPackages=InfSkins

inf game bridge is installed and is enabled in the server ini

[UTeamFix.CFGGameBridges]
Infiltration=True

[UTF_Infiltration.MUT_Infiltration]
bNoWeaponKick=False
bAllowDampener=False
PlayerStandoffSpeed=0.600000
Standoff_TeamSetup=InfTeams3

typing command to start uteamfix server, map loads but hangs and player feels like walking hearing footsteps, utf menus fail to load, esc button fails to bring up unreal 225f menu, pressing f12 to get out of unreal works.

deck16 is the map being loaded (before wanting to load an inf map) weirdly, every time 1 of the lift platforms from the lift area of deck16 is out in the main room stuck near the ceiling area.

I tried curse and it crashes in that too.

part of the log code where it crashes:

UTeamFix_Net: 2008-02-13 | 00:04:48 LOGIN COMPLETE: Player1 -- IP Address: censored
DevNet: Join succeeded: Player1
Critical: appError called:
Critical: Assertion failed: !Bunch.IsError() [File:M:\Unreal224\Engine\Src\UnChan.cpp] [Line: 1080]
Critical: Windows GetLastError: An operation was attempted on something that is not a socket. (10038)
Exit: Executing UObject::StaticShutdownAfterError
Critical: ReplicateProperties
Critical: UActorChannel::ReplicateActor
Critical: UpdateRelevant
Critical: ULevel::ServerTickClient
Critical: ULevel::TickNetServer
Critical: UpdateNetServer
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 02/13/08 00:04:48
----

any ideas? :cry:
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Re: utf 10f - infiltration game bridge failing to start

Post by }TCP{Wolf »

BassPwr(Eng) wrote:Trying to test out the game bridge feature to infiltration that wolf provided with utf. Using utf 10f public, followed what the instructions say in manual (cannot determine if infiltration.u needs to be a serverpackage or not from manual but following crash appears to happen with or without it as serverpackage).
Ah... yes Infiltration must be a serverpackge, so far I was assuming everybody who installs normal Infiltration (or InfCD) would have it as Serverpackge. Will put that in the next manual version to clarify though, thanks for pointing that out.

I suppose you already tried running a regular UTF server without the INF Gamebridge and it works? If not, try that first. Just for clarification, just by enabling the gamebridge you won't have INF enabled btw, the mutator must be added too, of course, either by manually adding the mutator or (easier) configuring the mutator to be enabled. The "enable gamebridge" config is a safeguard like "yes you REALLY want this feature to be enabled" and the Inf mutator will not show up in the mutator menu if it's off.


BassPwr(Eng) wrote: typing command to start uteamfix server, map loads but hangs and player feels like walking hearing footsteps, utf menus fail to load, esc button fails to bring up unreal 225f menu, pressing f12 to get out of unreal works.

deck16 is the map being loaded (before wanting to load an inf map) weirdly, every time 1 of the lift platforms from the lift area of deck16 is out in the main room stuck near the ceiling area.

I tried curse and it crashes in that too.

part of the log code where it crashes:

UTeamFix_Net: 2008-02-13 | 00:04:48 LOGIN COMPLETE: Player1 -- IP Address: censored
DevNet: Join succeeded: Player1
Critical: appError called:
Critical: Assertion failed: !Bunch.IsError() [File:M:\Unreal224\Engine\Src\UnChan.cpp] [Line: 1080]
Critical: Windows GetLastError: An operation was attempted on something that is not a socket. (10038)
Exit: Executing UObject::StaticShutdownAfterError
Critical: ReplicateProperties
Critical: UActorChannel::ReplicateActor
Critical: UpdateRelevant
Critical: ULevel::ServerTickClient
Critical: ULevel::TickNetServer
Critical: UpdateNetServer
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 02/13/08 00:04:48
I'm really not sure what to make of this. For the first part I might have blamed a missing server package, but given your list they look in order. I may check again when I get home, I don't have a test setup at work unfortunately.

The actual error you posted is a kind of paradox. I've heard all sorts of wild stories about when it occurs, like having bad network drivers and other things. If you google or ask Smartball about "An operation was attempted on something that is not a socket" you will no doubt find a few peculiar stories.
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BassPwr
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Post by BassPwr »

thanks for clearing that up about the server package.

Is the game bridge designed to work with normal and infcd versions? or is it only supposed to work with 1 like infcd gametype? because I will try using infcd installed also in a minute.

[UTeamFix.CFGGameBridges]
Infiltration=False

[UTF_Infiltration.MUT_Infiltration]
bNoWeaponKick=False
bAllowDampener=False
PlayerStandoffSpeed=0.600000
Standoff_TeamSetup=InfTeams3

with the game bridge code set to false, server can launch utf mode successfully with tdm command. But when set to true, what happens is what I described in my first post.

determined to get this to work :)

I might reinstall test server and do everything from scratch with the aim of setting just this type of server up.
BassPwr
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Location: England, UK

Post by BassPwr »

I installed another unreal and did everything to set the server up, this time it works, I obviously did something wrong with the other 2 servers which I will try and find out.

I see it loads as an inf team game mode, also auto weapon reload is not set to true by default so client has to find the menu option to set it to true so they can reload their weapon because pistol and mp5 for example come with 0 bullets to fire so need to reload to be able to fire, not very ideal for new players.

I was wondering how it is possible to play standoff using this game bridge because all you can do is set the mutator to true and change maps and it's in team mode, is this the only mode allowed using utf game bridge to infiltration?
BassPwr
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Location: England, UK

Post by BassPwr »

was also getting the crash error in log file
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
----

but good news, it appears I've located the source of the problem, strange but true this is going to be.

I'm still trying to test to get to a more detailed reason, but the problem appears to be with the server name info, which was on my machine test server and also on the rented xtc server.

I've got it working with my machine test server, haven't tried the rented server yet - but I assume it will be the same.

I used the below info from the other 2 servers and put it in my unreal.ini of the new unreal install I made today, just to prove that it must be the server info that is the problem.

----

[Engine.GameReplicationInfo]
ServerName==XtC= TDM-EURO [ clanextacy.sytes.net ][ uteamfix10f-ac ]
ShortName==XtC= TDM-EURO [ clanextacy.sytes.net ][ uteamfix10f-ac ]
AdminName==XtC=
AdminEmail=http://clanextacy.sytes.net
Region=0
ShowMOTD=True
MOTDLine1==XtC= =E=X=T=A=C=Y= =C=L=A=N= =XtC=
MOTDLine2=- - - Home of the Unreal Masters - - -
MOTDLine3=60 Victories 5 Losses (U1 Match Stats)
MOTDLine4=_ Welcome _ to _ our _ Server _

----

the server will work in inf mode IF I leave the servername line blank, it will also work if I leave servername as it is, but make shortname, adminname, adminemail, motd lines all blank. It will also work if I just put a few letters on each field like fdsdf. It will also work with servername kept as is but with the other fields with sdfsd or something.

it just won't work as you see it above.

could it be that there is too much info for the infiltration/utf/game bridge thing to handle?

are the = signs messing something up?

keep in mind this naming set up has worked fine with utf tdm.

----
now looks more tidy for testing purpose (from the new install I did) excuse the telefragged server.

[Engine.GameEngine]
CacheSizeMegs=4
UseSound=True
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=www.epicgames.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.telefragged.com MasterServerPort=27500
ServerActors=IPLogger.IPLoggerServer
ServerPackages=Female1skins
ServerPackages=Female2skins
ServerPackages=Male1skins
ServerPackages=Male2skins
ServerPackages=Male3skins
ServerPackages=SkTrooperskins
ServerPackages=UTF_Resources
ServerPackages=UTeamFix
ServerPackages=UTF_CustomProjectiles
ServerPackages=UTF_Items
ServerPackages=UTF_GUI
ServerPackages=UTF_Pawns
ServerPackages=UTF_Infiltration
ServerPackages=infiltration
ServerPackages=InfSkins
ServerPackages=INFCheatDetector
ServerPackages=IPL
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Post by }TCP{Wolf »

Error debugging

HIGHLY HIGHLY interesting!

Did I understand your last post right, that you get the the "Operation / socket" crash if you put in all too much text? I will test that at home a bit, and will borrow those parts of your config if you don't mind. I am not aware that either UTF or Unreal causes a replication problem if there is too much text or special signs

-BUT-

it is theoretically possible that for some reason the added shoots past a limit during init process. MTU? Some Unreal internal limit? I don't know... but I do know the replication in GENERAL works, I also know Unreal uses UDP (and has its own connection session handling in it) and has packet size and data type size limits. It just might be, that in your case some of these "borders" are non-standard.

Have you messed in your network/registry settings or used a "network enhancment tool" to speed up your network connection?

This may have triggered something undesired... of course, it is also possible that you may have found a bug that was unknown until now. I will take a look at it and see what happens on my home machines. I also have virtual machines available so testing should be a breeze.

The only thing that doesn't make sense here is that you say it worked in normal UTF Team DM without the INF gamebridge. That is something that destroys all my theories and defies all logic - LMAO!



INF UTF GAMEBRIDGE

Now to your question:

The gamebridge was NOT designed to work with INF-CD. You can only compile mods to work with other mods if you have either the sourcecode or an "API source" package of the mod you want to compile something for. INF-CD has the sourcecode removed and Shambler never released an API package for modding, thus it's not possible to compile mods working with INF-CD.

What? Wait a second! Bane made one!

Yea, that's a brilliant piece of HACKING, and I commend him on his ability to achieve that. But frankly that's something I wouldn't even bother to try. Headshot told me once Bane's modded INF-CD was the most secure. Whether or not that is true or not I do not know, but <T> Servers were the only ones running Bane's mod to my knowledge.


When I was in Sixpack I showed the UTF Infiltration Gamebridge to Bee and a couple of other Sixpackers, they generally commended me on a good mod but of course being used to INF-CD not everything was self-explaining to them. My personal opinion is basically that although UTF INF could -theoretically- replace INF Standoff (and if you are concerned about security just wait for the final 227) and INF-CD, it will probably never find enough acceptance among the players, simply because it looks vastly different and would require some getting used to.


INF Standoff

To play INFiltration standoff with UTF INF, enable the game bridge as you have done and start the team mode. Here, just enable the "Standoff" feature. Team spawnpoints WILL BE USED PROPERLY by UTF.

By default, scoring will be like in regular INF standoff, however, if you have set a round-time limit, the round WILL END latest when the timer runs out.

You probably read the manual but I will just list the most important differences to INF-CD:

"levelvote" does not exist, use internal map vote, some external map vote or "callvote skip"

No "moderators". You are either admin, or you're not.

Use of UTF scoreboard(s), not INF standoff.

More ammo graphics, UTF uses all of the hidden textures that were created for Infiltration but didn't make it into 265b.

Some bugfixes from Inf 265b (like AT4 suicide will NOT leave a rocket in the dropped AT4, or safe "coop weapon" mode so you can have coop weapon mode but STILL pickup more than 1 grenade).

Improved BOT support.

Security: INF-CD might be a little better security wise, I do not know. All the known exploits - also the Infiltration specific ones I know about - are fixed (like the "Centerview" exploit to avoid recoil). IF you find any exploits that are unfixed please let me know (preferrably by PM)!

Reloading weapons works by old and new keybinds.

Weapons, ammo and other items can be instantly respawned on round end Thus on every round start, bases have all weapons and ammo regardless of spawn times (except AT4 which will never instant-respawn).


And if you ever wondered about the ROBAR....

The "robar doesn't shoot" sometimes bug if from INF, not UTF :-O That's one of the few things I never figured out, and I don't know exactly under which circumstances it appears. It happens in original INF, INF-CD etc etc... sometimes your first robar shot is a "blank".


tty soon and thanks for trying this out :)
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Post by }TCP{Wolf »

LMAO!!!

Yup this setup does INDEED crash! Hilarious!

But... I got it to run by using a "short" short name actually.

I figured "short server name" wasn't meant to hold a long text like your "real" servername, so I put in

ShortName=XtC TDM Euro

and left everything else as it was... VOILA no crash :-)
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Taz
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Post by Taz »

Old crappy game :P
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Post by {ESG}*Circle* »

hm..
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Post by }TCP{Ramses »

Dont mind Taz ... he was only messing ... he was a maestro on U1 :wink:
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