Serious Spawn bug

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John Adams
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Serious Spawn bug

Post by John Adams » Tue Jul 01, 2008 5:26 pm

I am not sure when this happened, since I haven't been on my own system in a while - but either the last update just totally whacked my spawn_npcs table, or some dillhole took the time to change every NPC's level and appearance to the same number :D
(good thing for backups)
I think it was just the spawn_npcs table.
I will pop this into the /bug system too, but wanted other admins to be aware and watch for this behavior.

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Post by LethalEncounter » Thu Jul 03, 2008 4:48 pm

This happened on my server as well, but I think it might have been the parser that did it. Did you happen to use the parser to insert some new spawns?

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Post by John Adams » Thu Jul 03, 2008 9:35 pm

Egads, I hope it wasn't my parser mods that caused that... I do not remember adding anything to my public server lately. Just one day, poof. Everything was the same.
I'll check it out this weekend though.

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Post by John Adams » Fri Aug 01, 2008 4:43 pm

Edited -- something whacky is going on in bean town...
Ok damnit... something is seriously up with this heh. I just logged in, all my Island NPCs are now level 10 (remember last time they were level 11). The backup I took 2 days ago, all the data shows level 6 - so it's almost like the level is somehow increasing? Is that even possible?
Here's a record from 2 days ago:

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`spawn_npcs`
(`id`, `spawn_id`, `min_level`, `max_level`, `enc_level`, `class_`, `gender`, `min_group_size`, `max_group_size`, `hair_type_id`, `facial_hair_type_id`, `wing_type_id`, `chest_type_id`, `legs_type_id`, `soga_hair_type_id`, `soga_facial_hair_type_id`, `soga_race_type`, `heroic_flag`, `action_state`, `mood_state`, `initial_state`, `activity_status`) 
values (231,120000,6,6,6,3,0,0,0,1135,0,0,5513,5514,1135,0,0,0,0,0,16512,0);
Here's the same record today:

Code: Select all

`spawn_npcs` 
(`id`, `spawn_id`, `min_level`, `max_level`, `enc_level`, `class_`, `gender`, `min_group_size`, `max_group_size`, `hair_type_id`, `facial_hair_type_id`, `wing_type_id`, `chest_type_id`, `legs_type_id`, `soga_hair_type_id`, `soga_facial_hair_type_id`, `soga_race_type`, `heroic_flag`, `action_state`, `mood_state`, `initial_state`, `activity_status`)
 values('231','120000','10','10','3','3','0','0','0','0','0','0','0','0','0','0','0','0','0','0','16512','0');
So in actuality, this happened a few days ago and I never noticed. This was before any zone cleanup effort started, so it is not the in-game commands (I don't think?)
Still researching.

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Post by John Adams » Sun Aug 03, 2008 1:39 pm

Yikes. This just happened on my server again while I was looking this time. I _think_ it might be caused by running EQ2World.exe twice. I had an error in my reload script that allowed 2 instances... I will reset and test this again. That's the only thing I can see that was odd, aside from just recently getting new Opcodes and other quest tables from the update server (eyes LE suspiciously)

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Post by John Adams » Sun Aug 03, 2008 1:47 pm

I GOT YOU, evasive little f**ker! ;)
It is /spawn set {field} {value} that is resetting all my NPCs in the spawn_npcs table to the current selected spawns infos.
Whew. Finally, some evidence.
Lethal? Got a sec? heh
Last edited by John Adams on Sun Aug 03, 2008 1:56 pm, edited 1 time in total.

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Post by LethalEncounter » Sun Aug 03, 2008 1:56 pm

Ahh I think you are right. It looks like an bad table join doing it. I'll test out a fix.

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Post by John Adams » Sun Aug 03, 2008 1:58 pm

In case you missed my ninja edit, it is not just "initial_state", but seems to be any /spawn set command I believe.
I test a fix soon as you have one. Now at least I understand why the spawn_npcs would have varying data applied - it was whomever I had targetted!

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Post by LethalEncounter » Sun Aug 03, 2008 2:10 pm

Yup, you are right! That was what the problem was. Actually any /spawn set was causing it since the spawn and spawn_npcs table were joined improperly.
Great job! I havent recompiled it since I have some half finished quest stuff I am working on right now, but I'll get it recompiled sometime tonight hopefully. Until then you ca compile if it you want. It is on SVN.

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Post by John Adams » Sun Aug 03, 2008 2:53 pm

Nice work, thanks for looking at it. I can wait til you have your quest stuff checked in. I'm just glad I am NOT going fookin crazy and doing something wrong with my editor scripts hee hee.

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Post by John Adams » Sun Aug 03, 2008 4:52 pm

Bah, I got curious (read: ADHD) and downloaded the SVN, compiled and got a warning about an opcode, now my client is unhappy HA... so back to waiting patiently.
/explodes

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Warning: PacketStruct 'WS_QuestComplete' uses an unknown opcode named 'OP_QuestReward', this struct cannot be serialized directly.

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Post by LethalEncounter » Sun Aug 03, 2008 5:24 pm

Make sure your opcodes are up-to-date.

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Post by John Adams » Sun Aug 03, 2008 5:30 pm

Hmm, shouldn't they come down from the update server? 9102? I'll check again. No pressure, seriously. I was just getting antsy. :D
edit: damnit! sorry, not an opcode, a struct :( damn my eyes!

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Post by LethalEncounter » Sun Aug 03, 2008 5:39 pm

Heh, so you are good now?

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Post by John Adams » Sun Aug 03, 2008 6:13 pm

No, still getting that warning so I haven't tried the 5016L client again. I was just letting you know that I mistakenly reported "opcode" when it was a "loading structs" warning.

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