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Posted: Thu Feb 07, 2008 8:33 am
by LethalEncounter
Could you bring your server back online with the crash problem that you were having? I would like to get some packet logs of it and see what is happening with it.

Posted: Thu Feb 07, 2008 8:42 pm
by John Adams
Done. I will leave Rev 65(?) on Linux for now, tho that pesky Account 150 cannot even get into the game again heh. My other one connects ok. I'll make sure I didn't hose my client tho, too.

Posted: Thu Feb 07, 2008 8:51 pm
by John Adams
...and of course, now that you've threatened to fix it, I am not crashing hardly at all. I'll keep playing.

Posted: Sat Feb 09, 2008 10:20 am
by LethalEncounter
I fixed a bug relating to spawn IDs that could be the one that is crashing your client. I'll check it in last this afternoon.

Posted: Sat Feb 09, 2008 10:35 pm
by John Adams
Right on. I got the latest server running now (66) and will let you know if I see it again. Might start another thread tho, since the iter-blahblah doesn't seem to be happening anymore.

Posted: Sat Feb 09, 2008 11:03 pm
by John Adams
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.

Posted: Sat Feb 09, 2008 11:07 pm
by LethalEncounter
Yah, seems the client crash bug is still alive and well :(
I did get plenty of logs from your server so hopefully I can eventually find enough info to squash it for good.

Posted: Sat Feb 09, 2008 11:16 pm
by John Adams
...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.

Posted: Sat Feb 09, 2008 11:25 pm
by LethalEncounter
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):

Code: Select all

if(spawn_check_remove.Check()) //disabled for now
			CheckRemoveSpawnFromClient();

Posted: Sat Feb 23, 2008 2:28 pm
by John Adams
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.

Code: Select all

< verify > ...ProxyActor.cpp (3655):
0 == pPred || pPred->fCollisionRadius > 0.0f
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.