TessEQ2 + Newest Dev Code = Bad

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TessEQ2 + Newest Dev Code = Bad

Post by John Adams » Wed Aug 25, 2010 4:57 am

Scat,

That problem I was trying to explain on IRC is happening now on Tess, where clients disconnect, but never get dropped from the world. Says there's 4 clients on now, but after logging in, there's actually only 1 active, and that player might not even really be there right this moment (no response, no activity). The world actually did add and remove my 1 character fine, so maybe this is something to do with a specific client version (maybe SF?) not being unhooked properly.

Dunno, but I am fairly sure if I left the server running, eventually it'll get into a deadlock and be unresponsive. Take a look if you have time, see if you can see anything obvious with why char's get stuck as active when they're not. We really need to re-stabilize this world. Again, it was fine with a mid-May SVN.

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Re: TessEQ2 + Newest Dev Code = Bad

Post by Scatman » Wed Aug 25, 2010 5:40 am

Ok. you mind keeping Tess in that state until after work? :P

We need to figure out a way to track client version upon connect, that'd be cool.

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Re: TessEQ2 + Newest Dev Code = Bad

Post by Scatman » Wed Aug 25, 2010 3:21 pm

Not letting me RD in. And yes, I know my password this time ;)

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Re: TessEQ2 + Newest Dev Code = Bad

Post by John Adams » Wed Aug 25, 2010 4:08 pm

PM me your new IP address. Might have changed, I have to let you through my wall of fire. ;)


nm, duh. I can get it off your last post ;)


Edit x3: Ok, you should have access, annnnnd, I think she's in that state now. Saw an AddAuth that failed, with 1 zone, 4 clients.

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Re: TessEQ2 + Newest Dev Code = Bad

Post by John Adams » Sat Aug 28, 2010 11:59 pm

Scat, Tess seems locked with 1 player again. If you can, take a look? or did you not find anything the last time? and, is there debugging that could be enabled?

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Re: TessEQ2 + Newest Dev Code = Bad

Post by John Adams » Thu Sep 09, 2010 10:27 am

Scathole... I have an oddity on this to share. I ran Dev rev 1150 for 2 weeks, and Tess took calls like nobody's business. No issues with zones hanging up, or comms getting locked up.

I bumped 1 rev, to 1151, and we're toast after 1 connect on day 1.

The ONLY change to 1150->1151 is that you told NPCs to always face the most hated player in combat. That's it. I cannot see how this is affecting the server in this way, so maybe it is a coincidence?

Reverting back 1 rev, and testing again.

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Re: TessEQ2 + Newest Dev Code = Bad

Post by Eradani » Thu Sep 09, 2010 10:36 am

recompile 1151 ??
my client version: 12682L, 2016/06/06
last one that will run on XP cause i'm just a stick-in-the-mud

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Re: TessEQ2 + Newest Dev Code = Bad

Post by John Adams » Thu Sep 09, 2010 10:40 am

I always compile my own binaries, since i am always in debug mode.

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Re: TessEQ2 + Newest Dev Code = Bad

Post by Scatman » Sat Sep 11, 2010 1:56 pm

Interesting. But nice catch. May be something I overlooked. Ill be home tomorrow night and will look at it Monday

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Re: TessEQ2 + Newest Dev Code = Bad

Post by John Adams » Sat Sep 11, 2010 3:04 pm

dunno Scat, not sure how 1 line of code could effect it - but maybe the fact the NPC is still doing a FaceTarget() repeatedly, when a zone is trying to shut down? Dunno. You'll get it tho. I have faith =)

btw, love the pics I'm seeing if you "vacationing"... starting to wonder if someone super-glued a beer in your hand, because I always see you with one. even sleeping. ;)

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Re: TessEQ2 + Newest Dev Code = Bad

Post by John Adams » Thu Sep 16, 2010 8:31 pm

Scatty,

I saw Tess' last connect was 2 days ago, so I thought it was hung up... but alas, there really hasn't been a single connect attempt tot he only running server in 2 whole days... sigh. Anyway.

I now believe that the FaceTarget() fix you put in may be causing a deadlock. Not sure how, but maybe you can dig that out. Definitely happened in 1151. I am running current dev code, debug, minus the 1151 commit, and the server is fine.

(so far)

FYI, Plane leaves in the AM so I'll see ya's!

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