[Nexgen]Nexgen Advanced Ban Manager 1.02 [With ACE features]

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Re: [Nexgen]Nexgen Advanced Ban Manager 1.02 [With ACE featu

Post by UT99.org » Thu Jan 30, 2014 8:50 pm

medor wrote:
papercoffee wrote:
medor wrote:shado is warned i have give him the link :thuup:
You mean gave him a heads-up or you informed him about... right? :mrgreen:
informed

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Re: [Nexgen]Nexgen Advanced Ban Manager 1.02 [With ACE featu

Post by Chamberly » Fri Feb 06, 2015 10:43 pm

This mod got some bugs as it make player crash. I hope there is a work around this!

Crash log and such:
http://i.gyazo.com/af9fc08f1e56d69bfa042731c385e1c2.png
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Re: [Nexgen]Nexgen Advanced Ban Manager 1.02 [With ACE featu

Post by Sp0ngeb0b » Fri Feb 06, 2015 11:01 pm

There seems to be a lot of stuff going wrong in this screenshot. The actual crash is not related to NexgenABM though, as the traces in the crash points towards MapVoteLA13. I don't think that's the real source of the trouble. My money is more on some general overloading on the server, or a different mod causing major networking issues. If you want to investigate further, I would need the complete setup of the server. Though the ScriptWarning are not really a good sign, NexgenABM does not actually crash the client.
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Re: [Nexgen]Nexgen Advanced Ban Manager 1.02 [With ACE featu

Post by Chamberly » Fri Feb 06, 2015 11:06 pm

I think SAM/Scarface will have to provide you the info of whatever else is on the server. This is on UnrealKiller siege server.

But as I was told, NexgenABM does crash clients.

But I don't know how to read crash messages and logs to find out what is the cause so this is something I can do, get started somewhere.
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Re: [Nexgen]Nexgen Advanced Ban Manager 1.02 [With ACE featu

Post by Higor » Fri Feb 06, 2015 11:31 pm

NexGen ABM's client crash occurs on the admin panel, and it's a bug inherited from the main NexGen 112.

Instead, there's a ban bypass bug for clients with spoofed HWID's and Wine environments.
What you can do is this:
- Don't insta-detokenize the HWHash, first check if the string isn't zero'd to see if the info arrived.
- If string != "", then detokenize.
- If result is "" or "N/A", ignore HWID component and proceed to kick the player if there's any other matching entry.


And no, don't expect to be ban immune on the UnrealKillers servers, wrote a nice private tool as a backup ban system for these cases.
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Re: [Nexgen]Nexgen Advanced Ban Manager 1.02 [With ACE featu

Post by Sp0ngeb0b » Fri Feb 06, 2015 11:38 pm

Chamberly wrote: But I don't know how to read crash messages and logs to find out what is the cause so this is something I can do, get started somewhere.
Quite easy, look at the window with the error message and look what classes/packages/functions sound familiar :mrgreen: And as I said, there is not a single reference to NexgenABM. Actually, I've seen that kind of crash before (experienced it first hand). It's caused due to Demo Recording ("AActor::ProcessDemoRecFunction") together with ACE iirc. I had this couple of times with my old NexgenPlayerLookup, when a lot of replication data is beeing sent, I would crash out with this message. Stopping the recording would also stop the crash from happening. So yeah, that should be the reason for the crash beeing shown in the screen. As I said, the ScriptWarning of NexgenABM are not wanted at all, but not that dramatic (you see some other mods throwing out AccessedNones as well). If SAM insests on NexgenABM causing any troubles, I need to see actual log references to it in a crash message :)


@Higor

Alright, that's something different then. Can you tell me what inherited bug is causing the crash?
And I will look into the bypassing thing, thx.
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Re: [Nexgen]Nexgen Advanced Ban Manager 1.02 [With ACE featu

Post by Higor » Sat Feb 07, 2015 12:43 am

Apparently NOBODY EVER realized why the garbage collector keeps crashing over and over when you reference level actors within the transient package objects (console, windows) or Entry.

Guess what?
Modders still reference level actors in their transient sh*t.

There's a reason UT has a GetPlayerOwner() function for UWindows, but when the time comes and you need to operate quickly on something that isn't the player, or referenced by the player, things get ugly.
In this case, 'Client' variable on the nexgen panels.

What happens...
> Map switch occurs
> Level is forcibly destroyed with all it's actors
> Garbage collector runs, finds references to these actors
> Garbage collector attempts to serialize these actors, instead hits unallocated memory and segfaults.

Valid solutions:
> Set the variable to NONE before map switch.
--- Good luck with this, actors don't receive a 'Destroy()' notification, you'll never find out when level switch occurs from actor code.
> Get NotifyLevelChange notification from Console and propagate the event on the nexgen windows.
--- Basically, you'r building a destructor to every single class you're using, loads of work.
> Disable garbage collection for this variable, add a re-initializator.
---- My approach and the cheapest way... now how do we do this?

Very, very simple.

Code: Select all

var Actor UnsafeReference;
var native Actor SafeReference;
Now the garbage collector won't serialize SafeReference variable, nulling it out when it passes.
Why should we add a re-initializator then?
This:

Code: Select all

SafeReference = Something;
... something calls OBJ GARBAGE mid game lol ...
SafeReference = none;
And boom, this object can no longer interact with 'Something'.
So the reinitializator is an additional characteristic unique to 'Something' you can use to find it again.
Like this:

Code: Select all

var native actor SafeReference;
var int OwnerPlayerId; //Reinitializator
function DoSomething()
{
    local actor NewSomething;
    if ( SafeReference == none )
         ForEach GetPlayerOwner().AllActors (class'Something.class', NewSomething)
             if ( Pawn(NewSomething.Owner) != none && Pawn(NewSomething.Owner).PlayerReplicationInfo != none && Pawn(NewSomething.Owner).PlayerReplicationInfo.PlayerID == OwnerPlayerID )
             {
                   SafeReference = NewSomething; //Found 'Something' again post garbage collector.
                   break;
             }

    if ( SafeReference == none )
    {
          //Wait, not found? Level switch or 'Something' was destroyed and garbage collector ran
          Deinitialize();
          return;
    }
    DoStuffWith( SafeReference);
}
Congratulations, your code references level actors all over the transient package and will never crash.
This method was recently picked up by ~V~ on his XConsole after a simple bytehack (turning a variable into Native) solved a level switch crash.
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Re: [Nexgen]Nexgen Advanced Ban Manager 1.02 [With ACE featu

Post by Sp0ngeb0b » Sat Feb 07, 2015 12:50 am

Thanks for the detailed explanation Higor, I see that this is something way more fundamental to take care of. As I got exams coming up, it will probably take some time for me to look further into this. Though this most likely requires a complete rerelease of Nexgen fixing it completely (if I got things right), so let's see what actually is appropriate on this matter.
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Re: [Nexgen]Nexgen Advanced Ban Manager 1.02 [With ACE featu

Post by Letylove49 » Fri Jun 24, 2016 11:14 pm

Brody wrote:I ask for Help.

I want to use this Mutator for my Servers.

My tries to get Contact with you about this Board PM and Mail were not successful. My Try to get in Contact about a direct Mail was rejected by the Mailserver.

Could you get in Contact with me, so we can get this Mutator run on my Serves?

As an Overview the current Stats:

Gameserver THIEVERY, which is a Mod for UT99 or GoTY Edition.
I already have installed ACE 08h (this runs properly)
NexgenABM requires an installed Nexgen 112 N, so i installed this.
From that Moment the Client PCs get disconnected again and again.

Plz help me getting this working, so i can use the NexgenABM.

Thanks in Advance and best Regards from Germany,
Brody
Check your setting:

For Nexgen112
ServerActors=Nexgen112.NexgenActor
ServerActors=NexgenPlus100.NXPMain
ServerActors=NexgenABM102.NexgenABMMain
ServerActors=NPLoader_v16b.NPLActor
ServerActors=ACEv08g_S.ACEActor
ServerActors=ACEv08g_EH.ACEEventActor
ServerPackages=NexgenCC
ServerPackages=Nexgen112
ServerPackages=NexgenPlus100
ServerPackages=NexgenABM102
ServerPackages=NPLoader_v16b
ServerPackages=NPLoaderLLU_v16b
ServerPackages=NPLoaderLLD_v16b
ServerPackages=NPLoaderLLS_v16b
ServerPackages=ACEv08g_Cdll
ServerPackages=IACEv08c
ServerPackages=ACEv08g_C

For Nexgen112N
ServerActors=Nexgen112N.NexgenActor
ServerActors=NexgenPlus100N.NXPMain
ServerActors=NexgenABM102N.NexgenABMMain
ServerActors=NPLoader_v16b.NPLActor
ServerActors=ACEv08g_S.ACEActor
ServerActors=ACEv08g_EH.ACEEventActor
ServerPackages=NexgenCC
ServerPackages=Nexgen112N
ServerPackages=NexgenPlus100N
ServerPackages=NexgenABM102N
ServerPackages=NPLoader_v16b
ServerPackages=NPLoaderLLU_v16b
ServerPackages=NPLoaderLLD_v16b
ServerPackages=NPLoaderLLS_v16b
ServerPackages=ACEv08g_Cdll
ServerPackages=IACEv08c
ServerPackages=ACEv08g_C
<[MHA]>Letylove49 aka Shado170

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