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Re: Crashes / Disconnects

Posted: Sat Feb 28, 2009 11:22 pm
by John Adams
Last one for tonight, getting sleepy. :)

We have a quest on Tess when you zone into the game, you are given a quest to go speak to GM Tess (cute, huh?) and hand in your Alpha Voucher to get 1,000pp and the Bottomless Bag of Envy (255 slot 100% weight bag). Upon hand-in, the bag gets put inside your other bag (sturdy backpack) along with your rations and water.

The "Lethal" bag is inside the sturdy backpack, Open. You drag it to inventory, and it's still Open. You have an option to Close, but it never closes. I /sum 1 to get a second bag, and it works ok - so it is NOT the item.

It was at this point that I dragged the Open Lethal bag to destroy it, and crashed.

Code: Select all

>	EQ2WorldDebug.exe!std::_Debug_message(const wchar_t * message=0x00b59b90, const wchar_t * file=0x00b59658, unsigned int line=293)  Line 23	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<unsigned short,Item *,std::less<unsigned short>,std::allocator<std::pair<unsigned short const ,Item *> >,0> >::const_iterator::operator==(const std::_Tree<std::_Tmap_traits<unsigned short,Item *,std::less<unsigned short>,std::allocator<std::pair<unsigned short const ,Item *> >,0> >::const_iterator & _Right=(52685,0xcdcdcdcd {name={...} description={...} stack_count=??? ...}))  Line 293 + 0x14 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<unsigned short,Item *,std::less<unsigned short>,std::allocator<std::pair<unsigned short const ,Item *> >,0> >::const_iterator::operator!=(const std::_Tree<std::_Tmap_traits<unsigned short,Item *,std::less<unsigned short>,std::allocator<std::pair<unsigned short const ,Item *> >,0> >::const_iterator & _Right=(52685,0xcdcdcdcd {name={...} description={...} stack_count=??? ...}))  Line 305 + 0xc bytes	C++
 	EQ2WorldDebug.exe!PlayerItemList::DestroyItem(unsigned short index=4)  Line 1185 + 0xd5 bytes	C++
 	EQ2WorldDebug.exe!Commands::Process(unsigned short index=4, EQ2_16BitString * command_parms=0x2175fb3c, Client * client=0x05415400)  Line 778	C++
 	EQ2WorldDebug.exe!Client::HandlePacket(EQApplicationPacket * app=0x132568f0)  Line 980	C++
 	EQ2WorldDebug.exe!Client::Process(bool zone_process=true)  Line 1328 + 0xc bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::ClientProcess()  Line 1389 + 0xa bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::Process()  Line 783	C++
 	EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x064a5080)  Line 2993 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x064a6858)  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 Mar 01, 2009 2:17 pm
by John Adams
Here's an interesting observation. I have been online by myself for hours straight, /reload items, /reload spawns, /repop, you name it. I was doing things that previously would crash the world in a second. No problems, it was all seeming to go well.

Then Scatman logs in (haha) and while we're both in the same zone, I /reload spawns to check some doors changes. He /zones to another zone, and we crash.

I am now back in debug and will see if we catch this behavior again.

Re: Crashes / Disconnects

Posted: Sun Mar 01, 2009 5:03 pm
by John Adams
Update: Since I have again been alone on my server, in a single zone (Gfay), and I am literally beating the living shit out of the Debug World with reloads and respawns... everything is perfect. No crashes whatsoever.

I think it's Scatman's presence that Tess does not like.

Re: Crashes / Disconnects

Posted: Sun Mar 01, 2009 5:42 pm
by John Adams
Another update: I am now in-game waiting for what I believe is a pending crash heh. Scatman did log back into Gfay, we talked a bit and I did a few more reloads and repops. He then took off for Queen's Colony, and the EQ2World.exe hit 99% (debug) and I saw no activty... then I saw a Possible deadlock warning.

Code: Select all

Unhandled command: clearallqueuedabilities
   0: 25 00 01 00 30                                     | %...0
   0: 0C 00 26 00 79 65 70 2C - 20 69 76 65 20 63 6F 6D  | ..&.yep, ive com
  16: 6D 65 6E 74 65 64 20 6F - 75 74 20 74 68 65 20 71  | mented out the q
  32: 75 65 73 74 20 6F 66 66 - 65 72                    | uest offer
   0: 14 00 0C 00 51 75 65 65 - 6E 73 43 6F 6C 6F 6E 79  | ....QueensColony
Zone access check for QueensColony
Grabbing zone requirements for QueensColony
Zone Requirements: 0 status to override negative status requirement, 0 status to
 override level requirement.
Loading new Zone 'QueensColony'
Loaded 695 NPC(s), 129 Object(s), 0 Widget(s), 38 Sign(s), 127 GroundSpawn(s).
Possible deadlock attempt by 'ZoneServer::MRangeMap'!
AddAuth: 25 Key: 1235954317
   0: 0C 00 01 00 6B                                     | ....k
OP_ReadyToZone: Player Scatman zoning to QueensColony
12267288 New client from ip: 24.127.47.173 port: 2894
ZoneAuth: Access Key, 1235954317, Character Name, Scatman, Account ID, 25, TimeS
tamp, 1235954317
OP_Unknown Received 0x0026
   0: 01 00 00 00 96 43                                  | .....C
Zone: Removing client from ip:24.127.47.173 port:2894
No crash yet. I'll add a call stack to this post if one shows up.

Re: Crashes / Disconnects

Posted: Sun Mar 01, 2009 5:56 pm
by Scatman
I took me an extremely long time to zone. I typed /zone QueensColony and I got the text Zoning to QueensColony... but nothing actually happened. I waited about 20 seconds and was about to exit out until I started zoning.

Re: Crashes / Disconnects

Posted: Wed Mar 04, 2009 4:18 pm
by John Adams
I got these showing up in the console now. Can't say I've seen them before.

Code: Select all

Unhandled command: clearallqueuedabilities
   0: 25 00 01 00 30                                     | %...0
   0: 23 00 01 00 31                                     | #...1
Possible deadlock attempt by 'LuaInterface::SpawnScriptSpawnScripts/TimorousDeep
/aHaoaeranpoacher.lua'!
   0: 3A 00 04 00 38 3A 30 30                            | :...8:00
   0: 53 00 05 00 73 74 61 72 - 74                       | S...start
Possible deadlock attempt by 'LuaInterface::SpawnScriptSpawnScripts/TimorousDeep
/aHaoaeranpoacher.lua'!
   0: 41 00 0C 00 73 70 61 77 - 6E 73 63 72 69 70 74 73  | A...spawnscripts
   0: 52 00 00 00                                        | R...
Left Grid 4294967295 and Entered Grid 1701767597
   0: CC 01 00 00                                        | ....
Unhandled command: clearallqueuedabilities
Possible deadlock attempt by 'LuaInterface::SpawnScriptSpawnScripts/TimorousDeep
/aHaoaeranpoacher.lua'!
   0: 27 00 03 00 31 35 30                               | '...150
Possible deadlock attempt by 'LuaInterface::SpawnScriptSpawnScripts/TimorousDeep
/aHaoaeranpoacher.lua'!
debug mode, attached, CPU at 99% EQ2WorldDebug.exe after doing a /reload spawnscripts and /repop


I fixed a missing "then" in a script, and when I hailed the NPC I see this:

Code: Select all

Invalid data type used for GetQuest in @SpawnScripts/TimorousDeep/ZeldikilGiSok.
lua (line 33)
Invalid data type used for GetQuest in @SpawnScripts/TimorousDeep/ZeldikilGiSok.
lua (line 33)

Code: Select all

	StartConversation(NPC, Spawn, conversation, "Your armor and weapons wear down when you die during combat. When they are down to zero durability, you no longer receive any benefit from them. You can visit myself or any mender to get them repaired.")
I think because "Spawn" is in the wrong place.

Re: Crashes / Disconnects

Posted: Wed Mar 04, 2009 4:29 pm
by Scatman
Bah, I'm getting sloppy sorry. I was putting some scripts into Timorous last night and from your convo generator and was barely changing anything, and I still seem to mess something up. I'll fix the GetQuest thing once I get home.

The Hoaraen Poachers are the ones that walk around and kill the crabs. I wonder if they are both trying to kill the same crab or something?

Re: Crashes / Disconnects

Posted: Wed Mar 04, 2009 4:30 pm
by LethalEncounter
John Adams wrote: I think because "Spawn" is in the wrong place.
Yup, it was changed a little while back to print out that message instead of crashing, I think we made the right choice :)

Re: Crashes / Disconnects

Posted: Wed Mar 04, 2009 4:32 pm
by John Adams
Scat, do you need the script generator updated? You have to let me know if you do, otherwise you'll have to edit everything by hand ;) though the current scripts are popped... we could delete the ones you haven't cleaned up yet and re-generate them with the right params.

Re: Crashes / Disconnects

Posted: Wed Mar 04, 2009 4:38 pm
by Scatman
Wait, what params have been changed? It's not StartConversation(NPC, Spawn, conversation, Text) anymore?

Re: Crashes / Disconnects

Posted: Wed Mar 04, 2009 4:40 pm
by LethalEncounter
Scatman wrote:Wait, what params have been changed? It's not StartConversation(NPC, Spawn, conversation, Text) anymore?

Conversation is first. I don't remember it ever being changed.

Re: Crashes / Disconnects

Posted: Wed Mar 04, 2009 4:43 pm
by John Adams
Methinks someone needs a day off. :D


PS: that was my bad, actually. I hadn't seen a StartConversation in so long, I assumed "Spawn" was the trailing param like in PlayFlavor... so ignore my assumption. Wrong again! ;)

Re: Crashes / Disconnects

Posted: Wed Mar 04, 2009 4:45 pm
by Scatman
Oh, I actually haven't typed the StartConversation in quite a few months. I've been spoiled by John's dialog editor :). Scared me for a second :)

Yeah, can we get the editor changed then to put the arguments in the right order?

Re: Crashes / Disconnects

Posted: Wed Mar 04, 2009 4:46 pm
by John Adams
This has always been how I build the scripts:

Code: Select all

sprintf("\tStartConversation(conversation, NPC, Spawn, \"%s\")\n",$npc_text);
Am I missing something reeaaallly obvious here?

Re: Crashes / Disconnects

Posted: Wed Mar 04, 2009 4:49 pm
by John Adams
btw not that this is the right place to say this, but damn Scatman, Timorous is looking AWESOME! Nice job, furball!