Comments (18)
Which features were you using? Threaded socket reading, A2S_INFO response cache, file validation, query rate limiting, etc. Try to be as specific as possible. Config values for the module might help as well.
If you use the example.lua file without any content changes, do tell.
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yeah, I'm using example.lua file. I just create file /addons/utils/lua/autorun/server/gmsv_serversecure.lua and paste example.lua content to him
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Try commenting the lines related to info response cache (serversecure.EnableInfoCache and serversecure.SetInfoCacheTime, just add -- before them). See if that stops the crashes. If it does, it'll narrow down the problem to cache updating.
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Try commenting the lines related to info response cache
But it feature is most important for me
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I have comment all lines excepting A2S_INFO response cache.
Will tell about result
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So. I comment all lines excepting A2S_INFO response cache and server wasn't crash yesterday
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Someone previously used the module and told me by disabling A2S_INFO response cache it stopped crashing. So this leads me to believe it is a combination of features that leads to a crash.
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It kept crashing on my server too, in which I commented out the file validation line, because it crashed just after bunch of [ServerSecure] Checking file "user_custom\12\122345a.dat
prints
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Seems to stop the crashes just after the 2nd player joined, now it crashes on random times
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This module even not compiling (according to README), sadly ;(
I don't know many C's, but this will be great if you will fix this module. I think that you've already fixed ServerSecure and running it on some server, then it will be simple to copy some code from your private version.
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@uRandomAlex version 1.3.3 released
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@danielga Thanks! Testing it now!
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"Unable to load module library serversecure" (or something like this). It's also preventing some Lua-code from run, i.e. fretta's round system don't work.
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Crashes are gone. Sometimes join time on my server is very long, but I think that the problem is in settings. I've tweaked them a bit now, let's see what happens.
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Settings don't matter - this module improves client loading times a lot, so they just timeout-kicked! Is there any solution for this problem?
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I'm going to need the settings you're using to attempt a reproduction.
from gmsv_serversecure.
hook.Add("Initialize", "serversecure initialization", function()
require( "serversecure" )
--serversecure.EnableFirewallWhitelist( bool ) -- enable "firewall" whitelist, any client not in the whitelist doesn't see the server
--serversecure.AddWhitelistIP( ip_in_integer_format ) -- add an IP to the whitelist
--serversecure.RemoveWhitelistIP( ip_in_integer_format ) -- remove an IP from the whitelist
--serversecure.ResetWhitelist() -- reset the whitelist
--serversecure.EnableFirewallBlacklist( boolean ) -- enable "firewall" blacklist, any client in the blacklist doesn't see the server
--serversecure.AddBlacklistIP( ip_in_integer_format ) -- add an IP to the blacklist
--serversecure.RemoveBlacklistIP( ip_in_integer_format ) -- remove an IP from the blacklist
--serversecure.ResetBlacklist() -- reset the blacklist
serversecure.EnableFileValidation( false ) -- validates files requested by clients for download
//serversecure.EnableThreadedSocket( true ) -- receives packets from the game socket on another thread (as well as analyzing it)
serversecure.EnablePacketValidation( true ) -- validates packets for having correct types, size, content, etc.
serversecure.EnableInfoCache( true ) -- enable A2S_INFO response cache
serversecure.SetInfoCacheTime( 5 ) -- seconds for cache to live (default is 5 seconds)
serversecure.EnableQueryLimiter( true ) -- enable query limiter (similar to Source's one but all handled on the same place)
serversecure.SetMaxQueriesWindow( 60 ) -- timespan over which to average query counts from IPs (default is 30 seconds)
serversecure.SetMaxQueriesPerSecond( 1 ) -- maximum queries per second from a single IP (default is 1 per second)
serversecure.SetGlobalMaxQueriesPerSecond( 50 ) -- maximum total queries per second (default is 60 per second)
print( "[sv_serversecure.lua] Done!" )
end)
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This issue was fixed. @danielga can close it.
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Related Issues (20)
- [Enhancement] Name thread in top/htop
- Base Gamemode HOT 4
- SetThreadDescription could not be located in the DLL HOT 9
- Responds with invalid a2s_info response thus making battle metrics show invalid.( The game displays it though ) HOT 7
- x64 bit Support? HOT 1
- Does this require gmod_common HOT 1
- Example on how to use serversecure.AddBlacklistIP? HOT 2
- Cannot Build HOT 4
- How can i compile it for Linux?
- Server crash on shutdown HOT 4
- steam auth packet (k) abused for ddos attack HOT 1
- Problems with premake5 HOT 1
- premake5 problem (again, sorry) HOT 2
- Crash when require module HOT 5
- deleted please stupid question
- premake5 problem HOT 1
- Crash when trying to load a personally assembled module on a Win64 dedicated server. HOT 1
- _modded Gamemodes Not Being Listed Correctly in In-Game Server Browser HOT 5
- Serversecure doesn't load after a changelevel HOT 1
- Warning Connection
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