I got issues! Serious issue! hehe. Ok, here's the latest crash-a-thon scenario.
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ntdll.dll!7c85e661()
[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]
ntdll.dll!7c85e661()
ntdll.dll!7c812f85()
ntdll.dll!7c80807d()
kernel32.dll!77e7690d()
ntdll.dll!7c84b0dc()
ntdll.dll!7c83d281()
> EQ2World.exe!Mutex::lock() Line 116 C++
EQ2World.exe!LuaInterface::CallQuestFunction(Quest * quest=0x088402d0, char * function=0x08ffebb8, Spawn * player=0x06de2060, unsigned int step_id=4294967295) Line 205 C++
EQ2World.exe!Client::SendQuestUpdate(Quest * quest=0x088402d0) Line 2297 C++
EQ2World.exe!Client::SetStepComplete(unsigned int quest_id=7, unsigned int step=3) Line 2148 C++
EQ2World.exe!EQ2Emu_lua_SetStepComplete(lua_State * state=0x070d02d0) Line 893 C++
EQ2World.exe!_luaD_precall() + 0x19d bytes C
EQ2World.exe!_luaV_execute() + 0xad8 bytes C
EQ2World.exe!_Mtxunlock(_RTL_CRITICAL_SECTION * _Mtx=0x0969ba38) Line 54 C
0969b934()
EQ2World.exe!std::_Tree<std::_Tmap_traits<lua_State *,Mutex *,std::less<lua_State *>,std::allocator<std::pair<lua_State * const,Mutex *> >,0> >::iterator::iterator(std::_Tree_nod<std::_Tmap_traits<lua_State *,Mutex *,std::less<lua_State *>,std::allocator<std::pair<lua_State * const,Mutex *> >,0> >::_Node * _Pnode=0x070d02d0, const std::_Tree<std::_Tmap_traits<lua_State *,Mutex *,std::less<lua_State *>,std::allocator<std::pair<lua_State * const,Mutex *> >,0> > * _Plist=0x070d0ae8) Line 430 C++
EQ2World.exe!_lua_call() + 0x65 bytes C
EQ2World.exe!_luaD_rawrunprotected() + 0x3a bytes C
cd006108()
EQ2World.exe!_luaopen_base() + 0x887 bytes C
EQ2World.exe!_luaopen_base() + 0x887 bytes C
EQ2World.exe!_luaopen_base() + 0x887 bytes C
EQ2World.exe!_luaopen_base() + 0x887 bytes C
EQ2World.exe!_luaK_codeABC() + 0x2b bytes C
EQ2World.exe!_luaopen_base() + 0x887 bytes C
EQ2World.exe!_luaopen_base() + 0x887 bytes C
EQ2World.exe!_luaK_codeABC() + 0x2b bytes C
Again, it looks different, so I'm posting another call stack. What was going on here was me doing the Presence of Evil quest and all was going along great, until player #2 signs into the server - in a different zone. This is the third time today I have crashed of "froze up" when another player is created or signs in. I haven't seen it with logoffs or disconnects.
I had my CriticalSection back to 30days (new machine) but bumped it down to 30 seconds, and got what you see above. Hope it helps.
PS: I understand the Quests system needs attention after the client update... so this may be no shock to you that it fails
