Page 8 of 24

Re: Crashes / Disconnects

Posted: Sat Jan 17, 2009 10:25 pm
by Scatman
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.

Re: Crashes / Disconnects

Posted: Sat Jan 17, 2009 10:36 pm
by Scatman
Here comes another one...

Re: Crashes / Disconnects

Posted: Sat Jan 17, 2009 10:39 pm
by John Adams
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

Re: Crashes / Disconnects

Posted: Sun Jan 18, 2009 12:27 am
by John Adams
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.

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]	
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!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]	

Re: Crashes / Disconnects

Posted: Sun Jan 18, 2009 1:41 pm
by John Adams
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]	

Re: Crashes / Disconnects

Posted: Sun Jan 18, 2009 1:50 pm
by LethalEncounter
Could you login to my server? I would really like to catch the crash.

Re: Crashes / Disconnects

Posted: Sun Jan 18, 2009 1:56 pm
by John Adams
Sure, let me rouse the troops and we'll brt.

Re: Crashes / Disconnects

Posted: Sun Jan 18, 2009 2:06 pm
by John Adams
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.

Re: Crashes / Disconnects

Posted: Sun Jan 18, 2009 2:08 pm
by Scatman
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.

Re: Crashes / Disconnects

Posted: Sun Jan 18, 2009 2:10 pm
by John Adams
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!

Re: Crashes / Disconnects

Posted: Sun Jan 18, 2009 2:20 pm
by John Adams
Hmm. I think we crashed it so hard, something flew out LE's monitor and knocked him out. :shock:

Re: Crashes / Disconnects

Posted: Sun Jan 18, 2009 2:23 pm
by LethalEncounter
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 :)

Re: Crashes / Disconnects

Posted: Sun Jan 18, 2009 2:25 pm
by Scatman
Nice! I'll be there!

Re: Crashes / Disconnects

Posted: Sun Jan 18, 2009 2:38 pm
by John Adams
~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.

Re: Crashes / Disconnects

Posted: Sun Jan 18, 2009 2:39 pm
by Scatman
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.