iter != m_ghostMap.end() Client Crash on Rev 53
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LethalEncounter
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LethalEncounter
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Two things;
While my one account seems pretty stable tonight, the second account seems to be crashing regularly moving around or executing /spawn set or /spawn details commands. Once, he just crashed standing still while my 1st acct ran by.
And just now, the exe crashed. That's like the first world crash in a month... we must be doing something right.
I saw you logging in, while I was performing a spawn set size on some crabs. Noticed the spawn command got slower and slower, til the crash.
While my one account seems pretty stable tonight, the second account seems to be crashing regularly moving around or executing /spawn set or /spawn details commands. Once, he just crashed standing still while my 1st acct ran by.
And just now, the exe crashed. That's like the first world crash in a month... we must be doing something right.
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
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LethalEncounter
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...and just to keep feeding the infos! 
I left a toon standing on the beach by the crabs, and the other moved away. Soon as it was by Ebik, the first account crashed. Could this be related to unloading spawns? Not sure why it would effect the guy who didn't move.
I left a toon standing on the beach by the crabs, and the other moved away. Soon as it was by Ebik, the first account crashed. Could this be related to unloading spawns? Not sure why it would effect the guy who didn't move.
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
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LethalEncounter
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You can try testing it out by disabling the function that automatically deletes spawns when you client runs far enough away.
Just comment out this in ZoneServer::Process (zoneserver.cpp):
Just comment out this in ZoneServer::Process (zoneserver.cpp):
Code: Select all
if(spawn_check_remove.Check()) //disabled for now
CheckRemoveSpawnFromClient();
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I just don't want to make a new topic, unless you think it warrants it heh. But with Rev 66, I finally had a chance to test some of the new code. Initially, running all over Queen's Colony at normal speed was great. NPCs were spawning (proximity) as I approached, and aside from my VM hiccuping during those loads, all seemed fine.
I ran up through the meadow, down passed the abandoned village, passed Gonk and the Treehouse, then down the path passed the Vulth back to the banker area. I noticed once I was back where I started, there were no spawns. After moving around to verify this, I got a crash.
Still something up with Proximity, I believe. But the ease in which I could crash it before seems gone. Nice work. 
Putting Rev 70 online now.
I ran up through the meadow, down passed the abandoned village, passed Gonk and the Treehouse, then down the path passed the Vulth back to the banker area. I noticed once I was back where I started, there were no spawns. After moving around to verify this, I got a crash.
Code: Select all
< verify > ...ProxyActor.cpp (3655):
0 == pPred || pPred->fCollisionRadius > 0.0fPutting Rev 70 online now.
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
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