URGENT: Spawn issues

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John Adams
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URGENT: Spawn issues

Post by John Adams » Sat Aug 21, 2010 2:44 pm

This is new.

Per the recent crash report, I am finding that after /spawn combine, /spawn save, and commands like /reload spawns and /depop, /repop, not all entities are being cleared from the client anymore. This leaves "zombie" spawns on the playing field when the server thinks there is nothing there... and interacting with these spawns causes crashes or other strange effects.

Going to revert the Dev server back a few versions to see if I can find where things broke. I'd like to ask anyone with some C++ savvy to give this a try on a local dev machine, maybe in debug, see if you can find out what's happening.

Frustrating, the day I have time to work on content, yeah... server's broken. Sweet!

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Sylaei
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Re: URGENT: Spawn issues

Post by Sylaei » Sun Aug 22, 2010 2:47 pm

John,
I was unable to reproduce the error. I am using the latest dev code to build world and I did attach to world.exe to attempt to catch the error.

I will backup to the serverpack version of world.exe and see if I can reproduce it there.


I'll try to find/look at the code that handles what happens when you click a spawn, should be easy enough to handle an invalid spawn at that point and not crash.

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John Adams
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Re: URGENT: Spawn issues

Post by John Adams » Sun Aug 22, 2010 3:41 pm

I did revert World code back to May 14th time (or so, like Tess is) and the problem has gone away.

You might need to over-saturate your zone with spawns like mine is, do a /spawn combine 10, then /spawn combine save, and see if the selected spawns are removed. /depop, as well as /reload spawns, all left spawns in my client view - which tells me World didn't know about them... thus selecting a spawn World knows nothing about and trying to 'remove' it, probably caused the crash.

What I'm really after is a check in place in that code that if null, please don't crash the world :)

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