World crash in EntityVerbsVerbMsg

Old bugs stored here for reference.
Locked
User avatar
John Adams
Retired
Posts: 9684
Joined: Thu Jul 26, 2007 6:27 am
EQ2Emu Server: EQ2Emulator Test Center
Characters: John
Location: Arizona
Contact:

World crash in EntityVerbsVerbMsg

Post by John Adams » Sat Jan 05, 2013 9:57 am

I have no idea why this is crashing. World has run flawless for months, and I cannot see from the log what the player was doing - just moving, it would appear.

Console log:
00:10:59 D Command : Player 'Foof' (6413), Command: guild
00:10:59 D Command : Guild Command: recruiting_details
00:10:59 D Command : Player 'Foof' (6413), Command: guild
00:10:59 D Command : Guild Command: recruiting_image
00:12:11 D Player : Foof left grid 479506698 and entered grid 1665234477
00:12:12 D Player : Foof left grid 1665234477 and entered grid 653464465
00:12:12 D Player : Foof left grid 653464465 and entered grid 3964013389
00:12:13 D Player : Foof left grid 3964013389 and entered grid 3766092136
00:12:14 D Player : Foof left grid 3766092136 and entered grid 2112228183
I am assuming by the rapid grid_id changes that this player was possibly set to a ridiculous /speed value, but if that causes world to crash, we should fix that.

Call Stack:
feeefeee()
> EQ2World.exe!Client::HandlePacket(EQApplicationPacket * app) Line 1279 + 0x11 bytes C++
EQ2World.exe!ZoneServer::ClientProcess() Line 2273 + 0x2c bytes C++
EQ2World.exe!ZoneServer::Process() Line 1138 C++
EQ2World.exe!ZoneLoop(void * tmp) Line 4591 + 0xa bytes C++
EQ2World.exe!_callthreadstart() Line 259 + 0x6 bytes C
EQ2World.exe!_threadstart(void * ptd) Line 241 + 0x5 bytes C
kernel32.dll!77e6481f()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
Locals:
crash.jpg
You do not have the required permissions to view the files attached to this post.

User avatar
thefoof
Retired
Posts: 630
Joined: Wed Nov 07, 2012 7:36 pm
Location: Florida

Re: World crash in EntityVerbsVerbMsg

Post by thefoof » Sat Jan 05, 2013 10:19 am

I was probably set at 300 speed as that's usually what I run at when I'm on my mini. But whenever the server crashed I was actually afk and came back to it being down so I don't really have anything to report about it :| (only thing was character in tomb of the mad crusader)

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: World crash in EntityVerbsVerbMsg

Post by Jabantiz » Sat Jan 05, 2013 11:34 am

@thefoof, what client version were you on?

@John, was he the only player on?

This crash really makes no sence to me, is this the first time it happened or has it happened before? If he was just sitting in a zone afk then that opcode never should have been triggered.

User avatar
John Adams
Retired
Posts: 9684
Joined: Thu Jul 26, 2007 6:27 am
EQ2Emu Server: EQ2Emulator Test Center
Characters: John
Location: Arizona
Contact:

Re: World crash in EntityVerbsVerbMsg

Post by John Adams » Sat Jan 05, 2013 11:44 am

Far as I could tell, he was the only player online (Clients = 1). I suppose it could have been a desync, and that opcode got hit by garbage data? We've definitely seen that happen before.

Jab, the reason I posted the Locals was so you could see how weird it was that some stuff was set while others were not. The player (Foof) was also using /spawn create repeatedly (damn power-levelers!) so not sure if that is the spawn it is referring to - ie., it is a zone entity, but NOT in the DB.

User avatar
thefoof
Retired
Posts: 630
Joined: Wed Nov 07, 2012 7:36 pm
Location: Florida

Re: World crash in EntityVerbsVerbMsg

Post by thefoof » Sat Jan 05, 2013 11:55 am

Jabantiz wrote:@thefoof, what client version were you on?

@John, was he the only player on?

This crash really makes no sence to me, is this the first time it happened or has it happened before? If he was just sitting in a zone afk then that opcode never should have been triggered.
I believe I was on 6118L. I had been spawning probably 10-20 minutes prior to the crash, but at the time of the actual crash (unless my client was slow to disconnect) I had been inactive. Not sure if that helps or not

Jabantiz
Lead Developer
Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: World crash in EntityVerbsVerbMsg

Post by Jabantiz » Sat Jan 05, 2013 12:12 pm

For now I am going to go with a desync as it was on a well supported client and for that to get hit normally he would have had to set up commands on the spawn and use them, as for the locals that data is odd, if that is just from a /spawn create before it was saved we should look into how the code creates this new spawn and if that data is left blank fill it in, set to 0 , to prevent this kind of crash.

I am leaning for a desync though so let me know if this happens at all again.

Locked

Who is online

Users browsing this forum: No registered users and 0 guests