Crashes / Disconnects

Old bugs stored here for reference.
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Faraden
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Joined: Sun Mar 09, 2008 12:35 pm

Re: Crashes / Disconnects

Post by Faraden » Thu Jul 02, 2009 2:05 pm

Made it crash attacking a goblin! :mrgreen:

Code: Select all

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[20090702 22:08:46] Error, command index of 999 was requested, but max command is 440
[20090702 22:08:48] Error, command index of 999 was requested, but max command is 440
[20090702 22:08:48] Error, command index of 999 was requested, but max command is 440
[20090702 22:08:49] Error, command index of 999 was requested, but max command is 440
[20090702 22:08:49] Error, command index of 999 was requested, but max command is 440
[20090702 22:09:03] Unhandled command in OP_EntityVerbsVerbMsg: 
[20090702 22:09:40] Exception while running 'QueensColony'

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John Adams
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EQ2Emu Server: EQ2Emulator Test Center
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Re: Crashes / Disconnects

Post by John Adams » Thu Jul 02, 2009 2:16 pm

You're starting to sound like me...

Make sure LE knows, this is your own collected, parsed, and populated data... because data can definitely cause issues. Shouldn't crash still, but bad data = unhappy developer.

LethalEncounter
Team: Zombie
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Re: Crashes / Disconnects

Post by LethalEncounter » Thu Jul 02, 2009 4:47 pm

LethalEncounter wrote:Which client version are you using?
Also, what is the error?

Faraden
Posts: 17
Joined: Sun Mar 09, 2008 12:35 pm

Re: Crashes / Disconnects

Post by Faraden » Thu Jul 02, 2009 7:55 pm

Ignore that one, its not important! :)

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Zcoretri
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Re: Crashes / Disconnects

Post by Zcoretri » Tue Jul 14, 2009 3:38 pm

Finally managed to crash my own server for once, LOL
WorldError.JPG
Basically what I did was logged in with client 4412, took some screen shots of examined spells, logged out, logged in with client 5721L opened my knowledge book, moused over a spell icon, and BOOM-> Server crashed.
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John Adams
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Re: Crashes / Disconnects

Post by John Adams » Fri Jul 24, 2009 3:29 pm

Just a little post to say, nothing has crashed in a long time. ~whistles~
stats.jpg
Connection volume not exactly what I wanted it to be, but at least now we can run nearly 2 days without crashing once. And it's been that way for over a week.

Nice work, Lethal!
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John Adams
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Re: Crashes / Disconnects

Post by John Adams » Fri Aug 07, 2009 9:10 am

Got a crash on Tess yesterday - which I am happy to report is now a rare thing. However, this is the same crash that I reported before - so the latest code did not fix this from last week (PM'd)

Code: Select all

>	EQ2WorldDebug.exe!SpellProcess::DeleteCasterSpell(Entity * caster=0x1459b028, Spawn * target=0x13b88e40, LuaSpell * spell=0x23087e08, bool lock=false)  Line 268 + 0x19 bytes	C++
 	EQ2WorldDebug.exe!SpellProcess::Process()  Line 103	C++
 	EQ2WorldDebug.exe!main(int argc=1, char * * argv=0x003733e0)  Line 253	C++
 	EQ2WorldDebug.exe!__tmainCRTStartup()  Line 318 + 0x19 bytes	C
 	EQ2WorldDebug.exe!mainCRTStartup()  Line 187	C
 	kernel32.dll!77e6f23b() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
 	EQ2WorldDebug.exe!EQ2_RemoteCommandString::EQ2_RemoteCommandString()  Line 82 + 0x33 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<unsigned int,bool,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,bool> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<unsigned int,bool,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,bool> >,0> >::_Node * _Wherenode=0x00720063, const std::pair<unsigned int const ,bool> & _Val=(4294504547,true))  Line 1127 + 0x14 bytes	C++
 	EQ2WorldDebug.exe!EQ2_RemoteCommandString::EQ2_RemoteCommandString()  Line 82 + 0x45 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00720065, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++

LethalEncounter
Team: Zombie
Posts: 2717
Joined: Wed Jul 25, 2007 10:10 pm

Re: Crashes / Disconnects

Post by LethalEncounter » Sat Aug 08, 2009 9:15 pm

kk, think I got it this time. I'll check it in with the combat code

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