View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0003155 | unreal | ircd | public | 2006-12-20 17:51 | 2006-12-28 09:42 |
| Reporter | Bricker | Assigned To | |||
| Priority | normal | Severity | crash | Reproducibility | unable to reproduce |
| Status | closed | Resolution | open | ||
| Product Version | 3.2.6 | ||||
| Summary | 0003155: Random crash after delink (reroute, reroute, sync) | ||||
| Description | So heres the situation: Our hub had a routing issue and was going in loops, so we relinked all the servers to a backup hub. Once the hub became available again (20-30minutes) we squitted the servers and rerouted them back to the hub. After that we had two, maybe 3 random IRCd crashes. Nothing in the error logs except a sync issue of smth like a few seconds off. We couldnt figure out what caused this and the best I can come up with is something having to do like <IM LINED HERE AND SYNC'd> <NOW IM LINKED HERE AND SYNC'd> <NOW IM BACK HERE AND SYNC'D> <Wait, I'm not truly synced from the original! DIE> <--basically Server1 LINKED/SYNC'd HUB Server1 DELINKED HUB LINKED/SYNC'd BACKUP Server1 DELINKED BACKUP LINKED/SYNC'd HUB something of that sort, not sure if it makes any sense to anyone else...but just wondering if anyones ever heard of such a crash like that? | ||||
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.. no coredump? |
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Indeed. Without a coredump / backtrace, there's little we can do. When you report a bug, you should have seen instructions on what to do in case of a crash bug. Anyway.... Basically, try this: ./unreal backtrace Then choose a nice core file (if there's something to choose, that is), and copypaste the output of above command back to us. Also, let us know if you run any 3rd party modules (anything besides commands.so and cloak.so). PS: This will not work if you recompiled or reinstalled the ircd after the crash |
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[gmbricker@zanj Unreal3.2]$ ./unreal backtrace Core files available: ls: *core*: No such file or directory No core files found... Nothing to do If you are sure UnrealIRCd crashed, then verify that unreal has permission to dump core (type "ulimit -c unlimited" and see if you get permission denied errors). Also verify that you did not run out of quota. If all that is ok, then it might be that Unreal did not crash but got killed by the OS (eg: cpu/mem resource limits), the syadmin, or an automated process. [gmbricker@zanj Unreal3.2]$ ulimit -c unlimited |
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it was more or less, like i said syzop a kind of weird case. Very random and no apparent cause. feel free to close this if you'd like, I was just wondering if you've heard heard of anything similar to that :) |
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OK, here is the same fsking error...lemme tell you what happened. I upgraded the server, and relinked. everything was going good for a little less then an hour, then it delinked and I got this error [Wed Dec 27 17:09:04 2006] - TIME SYNCH: Unable to synchronize time: Timeout. This happens sometimes, no error on your part. so it didnt crash, just delinked...which was odd! wtf! |
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turn off time synchronization, its known to cause problems in some cases make sure the system clock is synced regularly |
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time synchronization is only done the first couple of seconds during booting (before the ircd is doing anything else), so it's not possible to get a timesynch error in whatever situation when the ircd is already up. (it is, of course, possibly that you tried to boot the ircd [a 2nd one] again at that time). Time synchronization is not known to cause any problem. |
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yes it is sysop :P this is not the first time i've seen issues with the time sync there was a thread over on anope forums a few days ago about it, something is definitely not only happening on statup http://forum.anope.org/viewthread.php?tid=1141 but i think i see what he was saying, that error was coming from startup after the crash, which is normal, as i've never seen the default time servers ever work :P |
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That's completely bogus, timesynch is only run the first 3 (max 5) seconds, and then never again. It is also run in it's own loop when nothing else runs. You probably don't have too much experience with this yet, but people have bogus claims all the time... These are the same people that think moving the mouse in circles tends to speed up an installation process......... :P Like Bricker's last comment is laughable if you understand anything from the code, but I don't say this... since he's a user and he cannot know :). Same for katsklaw saying that Unreal has an "NTP server". What a joke. Not to mention in that thread that VolTekka says he's getting bufferpool errors, a far worse error than anything else. Also the default servers work fine, but several people (many shell providers) block UDP packets and such. I can't help that. Ignorance is the right word here, and I don't mind it, as long as people don't persist with their idiotic claims :P |
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We cannot help in any way without a core file or backtrace. Closing bug. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2006-12-20 17:51 | Bricker | New Issue | |
| 2006-12-21 02:48 |
|
Note Added: 0012869 | |
| 2006-12-21 07:43 | syzop | Note Added: 0012871 | |
| 2006-12-21 07:44 | syzop | Note Edited: 0012871 | |
| 2006-12-21 10:29 | Bricker | Note Added: 0012876 | |
| 2006-12-21 19:49 | Bricker | Note Added: 0012883 | |
| 2006-12-27 20:28 | Bricker | Note Added: 0012923 | |
| 2006-12-28 08:45 | djGrrr | Note Added: 0012924 | |
| 2006-12-28 08:46 | djGrrr | Note Edited: 0012924 | |
| 2006-12-28 09:25 | syzop | Note Added: 0012925 | |
| 2006-12-28 09:31 | djGrrr | Note Added: 0012926 | |
| 2006-12-28 09:41 | syzop | Note Added: 0012927 | |
| 2006-12-28 09:42 | syzop | Status | new => closed |
| 2006-12-28 09:42 | syzop | Note Added: 0012928 |