Crash Dumps - Consolidated List

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Gangrenous
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Joined: Sun Apr 24, 2016 6:54 am
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Crash Dumps - Consolidated List

Post by Gangrenous » Thu Aug 11, 2016 4:31 pm

I am going to try to record every crash dump so that maybe I can narrow all of the causes down. It will help to record any patterns. This one happened after the server set idle for about 4 hours and happened during my login.

Code: Select all

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffedffb700 (LWP 28733)]
0x0000000000000551 in ?? ()
(gdb) bt
#0  0x0000000000000551 in ?? ()
#1  0x000000000063ce3e in Spawn::ProcessMovement (this=this@entry=0x765f4d0) at Spawn.cpp:1723
#2  0x00000000006dc6f6 in ZoneServer::SpawnProcess (this=this@entry=0x7665770) at zoneserver.cpp:1510
#3  0x00000000006dcaa6 in SpawnLoop (tmp=0x7665770) at zoneserver.cpp:5931
#4  0x00007ffff68160a4 in start_thread (arg=0x7fffedffb700) at pthread_create.c:309
#5  0x00007ffff654b87d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:111
(gdb)
In my source this is that line.

Code: Select all

void Spawn::ProcessMovement(){
	if(IsPlayer()){
Resident Dirty Hippy

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Gangrenous
Posts: 812
Joined: Sun Apr 24, 2016 6:54 am
Characters: Dinsmoor

Re: Crash Dumps - Consolidated List

Post by Gangrenous » Fri Aug 12, 2016 6:11 pm

This is an interesting one, reproducible. Make a type 4 proc, have the target of the spell "pet" in your details of the spell. When going into combat, twice I have had this crash dump happen. I had the spell target type as pet.

Code: Select all

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fffedffb700 (LWP 9409)]
0x00007ffff6e5aa18 in ?? () from /usr/lib/x86_64-linux-gnu/liblua5.1.so.0
(gdb) bt
#0  0x00007ffff6e5aa18 in ?? () from /usr/lib/x86_64-linux-gnu/liblua5.1.so.0
#1  0x00007ffff6e4ce5a in lua_getfield () from /usr/lib/x86_64-linux-gnu/liblua5.1.so.0
#2  0x0000000000529dc7 in Entity::CastProc (this=this@entry=0x76aa110, proc=0x7fffd18a8f70, type=<optimized out>,
    target=target@entry=0x7fffca1c12b0) at Combat.cpp:1269
#3  0x000000000052a4e0 in Entity::CheckProcs (this=this@entry=0x76aa110, type=type@entry=4 '\004',
    target=target@entry=0x7fffca1c12b0) at Combat.cpp:1334
#4  0x000000000052ba5d in Entity::DamageSpawn (this=this@entry=0x7fffca1c12b0, victim=victim@entry=0x76aa110,
    type=type@entry=192 '\300', damage_type=damage_type@entry=0 '\000', low_damage=low_damage@entry=2,
    high_damage=high_damage@entry=13, spell_name=0x0, crit_mod=0 '\000', is_tick=false, no_calcs=false) at Combat.cpp:929
#5  0x000000000052be2b in Entity::MeleeAttack (this=0x7fffca1c12b0, victim=victim@entry=0x76aa110,
    distance=distance@entry=-4.42002583, primary=primary@entry=true, multi_attack=multi_attack@entry=false)
    at Combat.cpp:199
What I think caused it was a misconfiguration of the LUA script.

AddProc(Target, 4, 100.0)

Should had been

AddProc(Caster, 4, 100.0)

Yes, it should never happen but some GM, somewhere will do it.
Resident Dirty Hippy

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