Crashes / Disconnects
- Scatman
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Re: Crashes / Disconnects
I was talking to an NPC, hence the spawn script mention in there. When I hailed the NPC, it crashed without any dialog popping up first.
- Scatman
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Re: Crashes / Disconnects
Here comes another one...
- John Adams
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Re: Crashes / Disconnects
Bah, I was trying to be fancy since I still have no idea how to pipe console output to a text log, I used EQ2World.exe > log_file, and when it broke, it said I had no symbols for cmd.exe haha. Stupid Windows...
But I crashed doing a /who all
But I crashed doing a /who all
- John Adams
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Re: Crashes / Disconnects
Using tonights crash-fix dev code, it took a long while before Scatman was able to crash Tess - and believe me, he tried all his dirty little tricks! This one popped up, of course the second I walked away from the keyboard.
You probably have this one from before, but if not, here it is again. Curse me for asking for Spawn Cache!
Code: Select all
> EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<unsigned short,PacketStruct *,std::less<unsigned short>,std::allocator<std::pair<unsigned short const ,PacketStruct *> >,0> >::_Ubound(const unsigned short & _Keyval=936) Line 1256 + 0x8 bytes C++
EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<unsigned short,PacketStruct *,std::less<unsigned short>,std::allocator<std::pair<unsigned short const ,PacketStruct *> >,0> >::upper_bound(const unsigned short & _Keyval=936) Line 1002 + 0x10 bytes C++
EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<unsigned short,PacketStruct *,std::less<unsigned short>,std::allocator<std::pair<unsigned short const ,PacketStruct *> >,0> >::equal_range(const unsigned short & _Keyval=936) Line 1012 + 0x10 bytes C++
EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<unsigned short,PacketStruct *,std::less<unsigned short>,std::allocator<std::pair<unsigned short const ,PacketStruct *> >,0> >::count(const unsigned short & _Keyval=936) Line 979 + 0x10 bytes C++
EQ2WorldDebug.exe!Spawn::GetInfoPacket(unsigned short version=936) Line 918 + 0x12 bytes C++
EQ2WorldDebug.exe!ZoneServer::CheckSpawnCache() Line 1049 + 0xd bytes C++
EQ2WorldDebug.exe!ZoneServer::SpawnProcess() Line 647 C++
EQ2WorldDebug.exe!SpawnLoop(void * tmp=0x036585f0) Line 2692 + 0x8 bytes C++
EQ2WorldDebug.exe!_callthreadstart() Line 293 + 0xf bytes C
EQ2WorldDebug.exe!_threadstart(void * ptd=0x04d098a0) Line 277 C
kernel32.dll!77e64829()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] Code: Select all
> EQ2WorldDebug.exe!Client::HandlePacket(EQApplicationPacket * app=0x129486c8) Line 877 + 0x1b bytes C++
EQ2WorldDebug.exe!Client::Process(bool zone_process=true) Line 1285 + 0xc bytes C++
EQ2WorldDebug.exe!ZoneServer::ClientProcess() Line 1259 + 0xa bytes C++
EQ2WorldDebug.exe!ZoneServer::Process() Line 678 C++
EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x125a88e8) Line 2676 + 0x8 bytes C++
EQ2WorldDebug.exe!_callthreadstart() Line 293 + 0xf bytes C
EQ2WorldDebug.exe!_threadstart(void * ptd=0x125a91b0) Line 277 C
kernel32.dll!77e64829()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] - John Adams
- Retired
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- EQ2Emu Server: EQ2Emulator Test Center
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Re: Crashes / Disconnects
Today's dev build has generated this crash consistently now, soon as more than 1 player is in the world - different zones. I don't know if that has any bearing, but that's how we were laid out when it happened.
Code: Select all
> EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<unsigned short,PacketStruct *,std::less<unsigned short>,std::allocator<std::pair<unsigned short const ,PacketStruct *> >,0> >::_Ubound(const unsigned short & _Keyval=1) Line 1256 + 0x8 bytes C++
EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<unsigned short,PacketStruct *,std::less<unsigned short>,std::allocator<std::pair<unsigned short const ,PacketStruct *> >,0> >::upper_bound(const unsigned short & _Keyval=1) Line 1002 + 0x10 bytes C++
EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<unsigned short,PacketStruct *,std::less<unsigned short>,std::allocator<std::pair<unsigned short const ,PacketStruct *> >,0> >::equal_range(const unsigned short & _Keyval=1) Line 1012 + 0x10 bytes C++
EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<unsigned short,PacketStruct *,std::less<unsigned short>,std::allocator<std::pair<unsigned short const ,PacketStruct *> >,0> >::count(const unsigned short & _Keyval=1) Line 979 + 0x10 bytes C++
EQ2WorldDebug.exe!Spawn::GetInfoPacket(unsigned short version=1) Line 918 + 0x12 bytes C++
EQ2WorldDebug.exe!ZoneServer::CheckSpawnCache() Line 1062 + 0xd bytes C++
EQ2WorldDebug.exe!ZoneServer::SpawnProcess() Line 660 C++
EQ2WorldDebug.exe!SpawnLoop(void * tmp=0x046139a0) Line 2705 + 0x8 bytes C++
EQ2WorldDebug.exe!_callthreadstart() Line 293 + 0xf bytes C
EQ2WorldDebug.exe!_threadstart(void * ptd=0x046148b8) Line 277 C
kernel32.dll!77e64829()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
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LethalEncounter
- Team: Zombie
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Re: Crashes / Disconnects
Could you login to my server? I would really like to catch the crash.
- John Adams
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Re: Crashes / Disconnects
Sure, let me rouse the troops and we'll brt.
- John Adams
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Re: Crashes / Disconnects
Guys, if you don't mind, let's keep an eye on LE's server for a while and help him get to the bottom of these crashes. I'm leaving Tess offline for a bit so I don't have to deal with it crashing for now.
Watch server status and hop back on LE's server when it comes back up, please. Thanks.
Watch server status and hop back on LE's server when it comes back up, please. Thanks.
- Scatman
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Re: Crashes / Disconnects
Did it crash? Right before I got disconnected, something interesting happened. John's avatar (which I couldn't see previously and I tested this with /goto) popped right in front of me and I could see him, then right after that: disconnected.
- John Adams
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Re: Crashes / Disconnects
I had connected a second client from another machine (Jadams) and walked a few steps, did a /goto Lecrasher and got no response, so apparently we were already crashing by then.
edit; oh and regarding Scat seeing my toon, that is interesting. When I first logged in and did my /goto Scatmann, I ended up somewhere he was not, since he had moved since then. So I ran that char over to where he was killing soldier bees. So if I suddenly appeared to him right in front of him, after he had moved around considerably, there's a clue!
edit; oh and regarding Scat seeing my toon, that is interesting. When I first logged in and did my /goto Scatmann, I ended up somewhere he was not, since he had moved since then. So I ran that char over to where he was killing soldier bees. So if I suddenly appeared to him right in front of him, after he had moved around considerably, there's a clue!
- John Adams
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Re: Crashes / Disconnects
Hmm. I think we crashed it so hard, something flew out LE's monitor and knocked him out. 
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LethalEncounter
- Team: Zombie
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Re: Crashes / Disconnects
This crash was caused by a deadlock issue related to your NPCs fighting each other, which explains why your client wasn't disconnected properly from your first zone. As soon as I fix it, I'll restart World if you guys are still available to help crash it 
- Scatman
- Retired
- Posts: 1688
- Joined: Wed Apr 16, 2008 5:44 am
- EQ2Emu Server: Scatman's Word
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- Location: New Jersey
Re: Crashes / Disconnects
Nice! I'll be there!
- John Adams
- Retired
- Posts: 9684
- Joined: Thu Jul 26, 2007 6:27 am
- EQ2Emu Server: EQ2Emulator Test Center
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- Location: Arizona
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Re: Crashes / Disconnects
~bows with much arrogance~
DB Team: 2
Dev Team: 0
I had again logged in a second char and was moving towards my first char when I saw chat stop working.
DB Team: 2
Dev Team: 0
I had again logged in a second char and was moving towards my first char when I saw chat stop working.
- Scatman
- Retired
- Posts: 1688
- Joined: Wed Apr 16, 2008 5:44 am
- EQ2Emu Server: Scatman's Word
- Characters: Scatman
- Location: New Jersey
Re: Crashes / Disconnects
Lol. I was attacking a deer, killed it. Ran over to the next deer to turn auto attack on but world had stopped responding by then.
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