ServerCrashFix1.1
Spoiler
Readme wrote:##############################################################################
# ServerCrashFix v1.1 #
# by AnthraX #
##############################################################################
1) What is it?
--------------
ServerCrashFix is a mod that will protect your server against servercrash/DoS
exploits that were released after the latest UTPG patch (v451).
In particular it will protect you against these exploits:
* Malformed String Exploits
* Fake Player DoS
* Malformed Join Request DoS
Whenever a player attempts to crash the server, ServerCrashFix will temporarily
blacklist the player's ip so all further requests from that IP will be ignored
until the end of the map.
ServerCrashFix replaces the earlier patches implemented in AnthChecker v1.38.
When ServerCrashFix is installed on a server with AC v1.38, it will disable AC's
patches and use it's own.
ServerCrashFix works on both Linux servers and Windows servers although some
Linux admins might have to update their server's Core.so file with the one
included in the LinuxFix folder of this package.
New features since ServerCrashFix v1.1:
* Exec fix: fixes crashes caused by mods that execute "get Engine.GameEngine
ServerPackages" or "get Engine.GameEngine ServerActors" consolecommands
heavily modded servers. These crashes usually happen during server startup.
Mods that are affected by these problems include AnthChecker, IpToCountry,
NexGen, ASC, ...
* Malloc fix: makes the UEngine memory manager thread-safe. This fixes
seemingly random crashes (although they usually happen during server startup)
on servers that use multiple threads. One case in which a server uses multiple
threads is when it's resolving hostnames (eg for the masterserver uplinks or
irc reporterbots)
* Crashlog fix: this is a linux-only fix that installs custom signal handlers.
These custom signal handlers will output a lot of useful information into the
serverlog when the server terminates unexpectedly
* Tickrate fix: this is not a crashfix but rather a stability fix. This fix
has different functionality on Windows and Linux.
On windows this fix can:
- Request a high resolution timer, this will stabilise the tickrate
- Replace the appSeconds() function by a multicore safe function
On linux this fix can:
- Switch the default timing method from appSeconds() to appSecondsSlow()
On some servers the latter can return more accurate timing information.
* Affinity fix: This fix can force the server process to run on one specific
CPU Core. This can stabilise the tickrate on multicore servers.
Do not use this fix if you run a windows server with the timing fix enabled!
ServerCrashFix.ini wrote:[ServerCrashFix_v11.SCFActor]
bEnabled=true
bFixNetDriver=true
bFixExec=true
bFixMalloc=true
bFixHandlers=true
bFixAffinity=false
CPUAffinity=0
bFixTimer=True
bFixTickRate=True
Server.ini wrote:ScriptLog: +----------------------------------------+
ScriptLog: | ServerCrashFix v1.1 - (c) 2009 AnthraX |
ScriptLog: +----------------------------------------+
ScriptLog: [SCF] DynamicLoadObject hooked: True
ScriptLog: [SCF] UNetDriver hooked: True
ScriptLog: [SCF] exec hooked: True
ScriptLog: [SCF] GMalloc hooked: True
ScriptLog: [SCF] Signal handlers installed: False
ScriptLog: [SCF] High resolution timer requested: True
ScriptLog: [SCF] appSeconds() hooked: True
Spoiler
Documentation.txt wrote:- ToggleTimingFix - TimingFix
Toggles the timing fix on/off.
Timing fix is enabled by default and is saved in [XC_Engine.XC_GameEngine] config entry.
XC_GameEngine Settings.txt wrote:[XC_Engine.XC_GameEngine]
bDisableTimingFix=False // Why not bEnableTimingFix=Bool?
bFasterUpload=True
Edit: wrote:Read another post here regarding this one;
higor wrote: In short, it's an engine extension that fixes some problems and adds some new features to the game.
I'm updating from time to time as new ideas/bugs come up.
Some highlights:
- Works on any post 432 version, on both clients and servers.
- Loads the moving brush tracker on dedicated servers.
- Enhances some native and uscript functions (ex: GetWeapon, GetMapName) without modifying the packages.
- Experimental, timing fix for some multi-speed cpu's.
- More info/commands given to mod developers, greatly enhance debugging.
- Players don't lose their inventory if they rejoin on a Coop game. (I can publish this code if you guys wish)
XC_GameEngine Settings.txt wrote:- Disable the Timing Fix if you're running TickFix, SCF or a custom launcher that fixes timing.
Spoiler
Readme wrote:TickFix 2
=========
1) Introduction
---------------
Based on the original TickFix by TNSe. This small mod lowers the timer
resolution and makes timing CPU-independent. This should make the tickrate more
stable and eliminate lag effects on multicore processors and laptops.
.
.
http://www.unrealadmin.org/forums/forum ... .php?f=177
-- AnthraX
Server.ini wrote:Log: TickFix2 -> Timer Caps: 1 msec min - 1000000 msec max
Log: TickFix2 -> Timer resolution set to 1 msec
Log: TickFix2 -> Timer hook installed