[FIXED][BUG] World Crash killing one's self :(

Old bugs stored here for reference.
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John Adams
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[FIXED][BUG] World Crash killing one's self :(

Post by John Adams » Wed Feb 01, 2012 1:17 pm

Seems World doesn't want to go on living if I choose to /kill self... however this is not acceptable. Yet another world crash, and i'll be damned if I can figure out where. Last function to get called seems to be GetRevivePoints() of which there are none.

The only thing different is the zone is populated when I enter it. I do a /depop so there are no spawns, and attempt suicide (trying to test a theory that spawn proximities are killing the client during revive). And now, of course, another bug shows up. Nice.

and absolutely useless call stack:

Code: Select all

 	ntdll.dll!76eb15de() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]	
 	ntdll.dll!76eb15de() 	
 	ntdll.dll!76ea014e() 	
>	EQ2World__Debug.exe!_heap_alloc_dbg_impl(unsigned int nSize, int nBlockUse, const char * szFileName, int nLine, int * errno_tmp)  Line 507 + 0x7 bytes	C++
 	EQ2World__Debug.exe!_nh_malloc_dbg_impl(unsigned int nSize, int nhFlag, int nBlockUse, const char * szFileName, int nLine, int * errno_tmp)  Line 239 + 0x19 bytes	C++
 	EQ2World__Debug.exe!_nh_malloc_dbg(unsigned int nSize, int nhFlag, int nBlockUse, const char * szFileName, int nLine)  Line 302 + 0x1d bytes	C++
 	EQ2World__Debug.exe!malloc(unsigned int nSize)  Line 56 + 0x15 bytes	C++
 	2b35da1c()	
 	37ad4590()	

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TILT
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Re: [BUG] World Crash killing one's self :(

Post by TILT » Wed Feb 01, 2012 2:08 pm

John Adams wrote:Seems World doesn't want to go on living if I choose to /kill self... however this is not acceptable.
That's weird, I use /kill self all the time to verify revive points and it hasn't crashed the world on me yet. Although, I still re /zone after the first death using 6118L so that I don't get the fatal error/client crash. I haven't checked a zone that doesn't have a safe coordinates set in the DB though, if there even is any.

Sometimes when reviving takes you to another zone the client seems to get stuck on the loading screen forever in which case I have to exit the client and restart. This however does not cause a fatal error but instead the client just hangs on loading. I'm not sure if this is the issue your talking about or not. I'll test some more.
"Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison

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John Adams
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Re: [BUG] World Crash killing one's self :(

Post by John Adams » Wed Feb 01, 2012 4:39 pm

John Adams wrote:The only thing different is the zone is populated when I enter it. I do a /depop so there are no spawns, and attempt suicide (trying to test a theory that spawn proximities are killing the client during revive).
Try /depop on a zone with population, then /kill self.

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Re: [BUG] World Crash killing one's self :(

Post by TILT » Wed Feb 01, 2012 5:05 pm

John Adams wrote:Try /depop on a zone with population, then /kill self.
That did it. I missed what you were saying the first time, sorry about that. I used /depop (even in an unpopulated zone) and it crashed just like you said it would. This is indeed another nasty bug. For what it's worth, at least you've discovered it so a patch can be put into place.
"Hell, there are no rules here - we're trying to accomplish something." Thomas A. Edison

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Re: [BUG] World Crash killing one's self :(

Post by Jabantiz » Fri Jul 27, 2012 8:14 pm

This should now be fixed on dev svn

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