Bad visit entry 4294967295
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What Causes This ERROR???
I know it’s related to a memory overflow or memory = zero error or something but what causes it?
I’m becoming more convinced that these bad visits showing up in the player files is what’s causing our problems on FLU.
I’ll run FL Player Cleaner (v 1.007) and find players with this error. Usually quite a number of them and usually all with ONLY this error.
I’ll clean the files to remove the bad visits, re-run the ‘generate error log only’ option to verify they’re gone, and rerun the server.
Within 20 minutes or so, players start getting these errors again.
I don’t know if the .\HookFunctions.cpp(887): *** ERROR: Exception in Hook__IServerImpl_TradeResponse (unhandled exception) error is causing the visit errors or the other way round.
Please help… In seven years of running FLServers, somebody must’ve seen this before.
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Here’s a plugin that monitors the creation of visit entries (IServerImpl::SetVisitedState). It serves two purposes: logs every visit to EXE\visit.log (format should be obvious), in the possibly vain hope of detecting where -1 occurs; and actually removes the -1 entry, so it never gets written to the player file.
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Very nice, thanks.
Now… how is this applied if you don’t use FLHook?R
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Done and working.
I see that it logs by time/date stamp, *.fl, and I presume the serverside account ID. Then it logs the hash for the object/zone encountered, and the visit code. ie. 21524, 65In this log I see the following codes all generated within 5.5 minutes of gameplay.
30
1
41
65
31Can this be modified so that it also logs the general location of the visit? At least the system anyway? Perhaps if that visit is generated in the same system each time, that would narrow down what I’m looking for.
Finally, anyone have a link to an explanation of the visit codes?
I know jumpholes are usually visit = 0, lootable wrecks are visit=16, zones are usually visit = 128 etc.Which codes are in use and what do they do?
The only one I’m sure of the purpose for is the visit = 16 code which prevents a lootable wreck from being looted more than once by each character. -
I see that the plugin is working. It’s trapped and removed several attempts to enter that visit into some player files.
Now, how to identify what’s causing them? Can the plugin be changed to identify the player by name rather than by playerfilename? Would make it easier to track the players in each system as the visits are being entered.
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I was thinking you could use what was visited directly before/after to narrow it down. Use CreateID/WhatIs or CRCTool to convert the hash to its nickname. After a look at your log (remote desktop helps), it is a faction (65) that is causing the error, so that isn’t of much use. Here’s a new plugin that only logs the bad visit flags. It puts the character file name first, followed by the character’s name, dropping the server id. The next line contains the system, base and room (if present) hashes (thought about decoding them, but nah, just use CreateID/WhatIs).
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robocop wrote:
Finally, anyone have a link to an explanation of the visit codes?
I know jumpholes are usually visit = 0, lootable wrecks are visit=16, zones are usually visit = 128 etc.Which codes are in use and what do they do?
The only one I’m sure of the purpose for is the visit = 16 code which prevents a lootable wreck from being looted more than once by each character.From old old old memory, visit = 128 means never visible on map or something.
visit = 0 or visit = 1 means always visible…without having to visit it.or it’s the other way around.
So full navmap mod made all things visit = 1 or 0 or something.
You could easily check your belief about the visit = 16 by a simple test. From memory you can loot the same wreck every time the server is reset… so this would indicate visit is related to nav map only. Maybe it means names or objects appear only when zoomed in - I really can’t remember, haven’t played FL in a looong time now.
Why not start playing around with checking visit numbers for various objects though and see what occurs.
By the way, a point of interest. You could unlock the jumpgates on the server, to allow players through. However, I seem to remember that just ONE playfile with those gates locked (ie existing playerfile before the server set the gates to be unlocked) would corrupt all playerfiles so that the gates were locked to everyone. Whether the ini files said so or not. Maybe something similar. I am most likely completely wrong and whatnot, but just thought I’d mention it
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Chips wrote: You could easily check your belief about the visit = 16 by a simple test. From memory you can loot the same wreck every time the server is reset… so this would indicate visit is related to nav map only. Maybe it means names or objects appear only when zoomed in - I really can’t remember, haven’t played FL in a looong time now.
Yeah, this is verified by fixing the wrecks in Omicron Beta (Hosho Maru, Escorts, Pathfinder) so that they loot only once per character. With a visit = 16 property for a lootable wreck the wreck will restock with loot after each server reboot BUT if you’ve already looted it with that character, the loot will just explode on separation and the wreck will remain empty until next server restart. The wrecks in Beta are the only ones in Sirius that can be looted multiple times by the same player character unless those visit entries are changed.
Chips wrote: By the way, a point of interest. You could unlock the jumpgates on the server, to allow players through. However, I seem to remember that just ONE playfile with those gates locked (ie existing playerfile before the server set the gates to be unlocked) would corrupt all playerfiles so that the gates were locked to everyone. Whether the ini files said so or not. Maybe something similar. I am most likely completely wrong and whatnot, but just thought I’d mention it
Also confirmed. IFSO has an option to unlock jumpholes for a player but it only lasts for a very short time UNLESS you do it for ALL players AND you also remove the locked jumpholes from the startup player files so that no new players would have those entries in their char file.
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adoxa wrote: After a look at your log (remote desktop helps), it is a faction (65) that is causing the error,…
Do you suppose it could be related to a player’s freelancer.exe file? If they have a modded file that say adds the Order, or maybe even a faction from another mod, could that generate this error?
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Tracked it down to affiliation. When a player has no affiliation (no faction before their name, nothing flashes in your own rep list), -1 is returned to indicate as such. The client still passes this along to the server as a visited faction, though, which ends up as the bad visit entry. This is either a bug in the original code, or something that wasn’t meant to cause any harm. I don’t really think it’s anything to worry about, but if it bothers admins, I could write a simpler plugin to remove it (or perhaps FLAC/FLHook authors might like to add it directly there).
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Here’s what I can glean of the visit values. It’s a bit mask, so add these together.
0 - default value, not visited, nothing special
1 - visited, will show on Nav Map/rep list
2 - unknown, doesn’t seem used
4 - mineable zone
8 - “actively” visited (looted wreck is the only real meaning)
16 - wreck
32 - zone
64 - faction
128 - hidden, never shows on Nav MapObjects containing bases have 31 (with the exception of New York (Li01_01) having 30, presumably due to visit = 1 in the system file, or perhaps it’s just special).
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Just like to add to Visit 0. Can be applied to planets or moons or anything come to think of it that doesn’t show up on your navmap when you first visit a system but will do once you’ve been close to them. Haven’t figured out due to not trying that if you leave the visit = 0 entry off, will the object still behave as if the entry were still there?
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Well then, let me ask this.
Chips’ ServerOperator2 mod and FLAC (as well as IFSO) both allow you to change the reps of your players. With the SO2 mod you can set what rep the player will have on character creation. With FLAC you can change the character’s rep by profile (preset reps), or by individually modifying each faction rep.With the SO2 mod there’s an option for a neutral rep. Upon character creation the new character is neutral to all factions and has no rep_group line in their file.
With FLAC there’s an option to ‘unlabel’ the players faction. This is typically done with players with a neutral rep.
Now, does each player HAVE to have a rep_group entry? that line typically looks like rep_group = li_n_grp or something like that. What if the player is completely neutral but has that rep_group added? Would they still show up in space as being affiliated with the Liberty Navy?
I’m not sure the lack of a rep_group is causing the 429 errors and if it is, I’m not sure that’s why my server keeps dumping. We’ve been running either the SO2 mod or our FLU mod for at least 5 years now and this dumping issue is only a year old.
Just curious… I’m not saying you’re wrong, I’m just not entirely convinced that’s the problem.
The list of visit entries is hugely helpful though, thanks.
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Your SO2 mod was what got me into modding in the first place. We needed something server side that would add some features to our server without forcing a client mod. SO2 gave us the ability to keep interest involved in FLU and a groundwork to figure out what else we could do. The FLUAddon Mod was basically a continuation of your work. At one point we had about 23 optional serverside components we could activate. Most were separate additions that were incorporated into the FLU mod as time went on. Until they were confirmed to be working properly and not causing any issues they were left selectable.
That mod has been invaluable to us. Thanks for putting it together.
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I tested the affiliation using a local server (FL Hack’s dual multiplayer). With the rep_group line, no problem. Remove the rep_group line, the 429 entry occurs. Ergo, the 429 entry has always occurred for players with no affiliation, which is why I said I don’t think it’s a problem. I never said it was the reason for your dump, sorry I didn’t make that clear.
As for being neutral, but having rep_group. Well, I haven’t tested, but I suspect that initially you might have the affiliation, but as soon as you do something that changes your rep, you’ll lose it.