Another crash

Old bugs stored here for reference.
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Re: Another crash

Post by John Adams » Thu Oct 15, 2009 6:21 pm

/reload spawnscripts

Code: Select all

(gdb) bt
#0  0x0096b416 in __kernel_vsyscall ()
#1  0x002d2460 in raise (sig=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
#2  0x002d3e28 in abort () at abort.c:88
#3  0x0030ffed in __libc_message (do_abort=2, fmt=0x3eae68 "*** glibc detected *** %s: %s: 0x%s ***\n") at ../sysdeps/unix/sysv/linux/libc_fatal.c:170
#4  0x00316e1f in malloc_printerr (ptr=<value optimized out>, str=<value optimized out>, action=<value optimized out>) at malloc.c:5994
#5  malloc_consolidate (av=0x418140) at malloc.c:4905
#6  0x0031892d in _int_malloc (av=0x418140, bytes=8164) at malloc.c:4229
#7  0x0031a765 in __libc_malloc (bytes=8164) at malloc.c:3551
#8  0x00b62e0d in my_malloc (size=8164, my_flags=16) at my_malloc.c:34
#9  0x00b663dc in alloc_root (mem_root=0xa78b210, Size=16) at my_alloc.c:201
#10 0x00b8aae7 in cli_read_rows (mysql=0x829a860, mysql_fields=0x0, fields=7) at client.c:1379
#11 0x00b8ae2d in cli_read_query_result (mysql=0x829a860) at client.c:2766
#12 0x00b89024 in mysql_real_query (mysql=0x829a860,
    query=0xae73544 "select sln.id, sle.id, slp.x, slp.y, slp.z, slp.x_offset, slp.y_offset, slp.z_offset, slp.heading, sle.spawn_id, sle.spawnpercentage, slp.respawn, slp.grid_id, slp.id from spawn_location_placement slp"..., length=413) at client.c:2819
#13 0x08122ca4 in DBcore::RunQuery (this=0x829a860,
    query=0xae73544 "select sln.id, sle.id, slp.x, slp.y, slp.z, slp.x_offset, slp.y_offset, slp.z_offset, slp.heading, sle.spawn_id, sle.spawnpercentage, slp.respawn, slp.grid_id, slp.id from spawn_location_placement slp"..., querylen=413, errbuf=0xb3b5ac98 "", result=0xb3b5ae98, affected_rows=0x0, last_insert_id=0x0, errnum=0xb3b5aea8, retry=true) at ../common/dbcore.cpp:173
#14 0x0812ce9a in Query::RunQuery2 (this=0xb3b5ac88, in_query=
        {static npos = 4294967295, _M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>}, _M_p = 0xae73544 "select sln.id, sle.id, slp.x, slp.y, slp.z, slp.x_offset, slp.y_offset, slp.z_offset, slp.heading, sle.spawn_id, sle.spawnpercentage, slp.respawn, slp.grid_id, slp.id from spawn_location_placement slp"...}}, type=Q_SELECT)
    at ../common/database.cpp:218
#15 0x0812cf98 in Query::RunQuery2 (this=0xb3b5ac88, type=Q_SELECT,
    format=0x825840c "select sln.id, sle.id, slp.x, slp.y, slp.z, slp.x_offset, slp.y_offset, slp.z_offset, slp.heading, sle.spawn_id, sle.spawnpercentage, slp.respawn, slp.grid_id, slp.id from spawn_location_placement slp"...) at ../common/database.cpp:195
#16 0x0814411c in WorldDatabase::LoadSpawns (this=0x829a860, zone=0xeeb4550) at WorldDatabase.cpp:2638
#17 0x081aa4a2 in ZoneServer::Process (this=0xeeb4550) at zoneserver.cpp:764
#18 0x081ac70e in ZoneLoop (tmp=0xeeb4550) at zoneserver.cpp:3466
#19 0x0042a51f in start_thread (arg=0xb3b5bb90) at pthread_create.c:297
#20 0x0038b04e in clone () at ../sysdeps/unix/sysv/linux/i386/clone.S:130

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Re: Another crash

Post by John Adams » Mon Oct 19, 2009 9:52 am

World starts, first player hits the box, maybe doesn't even get all the way logged in (see welcome_time) and crash. Again with the "F12" dialog.

Code: Select all

[20091019 05:34:57] [Status] World server listening on: mmoemulators.com:9200
[20091019 05:34:57] [Status] World server listening on: 192.168.2.33:9200
[20091019 05:34:57] [Status] Starting static zones...
[20091019 05:34:57] [Status] Connected to LoginServer: eq2emulator.net: 9100
[20091019 05:54:24] [Status] AddAuth: 5169 Key: 1255956864
[20091019 05:54:28] [Status] New client from ip: 84.115.80.185 port: 55005
[20091019 05:54:28] [Status] Adding new client...
[20091019 05:54:30] [Status] ZoneAuth: Access Key: 1255956864, Character Name: Rogziel, Account ID: 5169
[20091019 05:54:30] [Status] Loading new Zone 'OutpostOverlord'
[20091019 05:54:31] [Status] Loaded for zone 'OutpostOverlord':
        1122 NPC(s), 165 Object(s), 1 Widget(s)
        41 Sign(s), 386 Ground Spawn(s), 74 Spawn Group(s)
        24 Spawn Group Association(s), 2 Spawn Group Chance(s)
[20091019 05:54:32] [Status] OP_Unknown Received 0038
   0: 01 00 33 33 CD 43                                  | ..33.C
[20091019 05:55:26] [Status] OP_Unknown Received 0179
   0: 00 00                                              | ..
   0: 88 01 00 00                                        | ....
[20091019 05:55:27] [Status] Unhandled command: clearallqueuedabilities
   0: 25 00 01 00 30                                     | %...0
   0: 23 00 01 00 31                                     | #...1
[20091019 05:55:27] [Status] OP_Unknown Received 0512
   0: 0C 00 77 65 6C 63 6F 6D - 65 5F 74 69 6D 65 2E 00  | ..welcome_time..
  16: 00 00 00 00 00 00                                  | ......
[20091019 05:55:35] [Status] OP_ChatFiltersMsg Received 0318
Call Stack:

Code: Select all

 	ntdll.dll!7c81a3e1() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]	
 	ntdll.dll!7c878921() 	
 	ntdll.dll!7c868513() 	
 	ntdll.dll!7c858398() 	
 	ntdll.dll!7c82d1bb() 	
 	ntdll.dll!7c82e0ef() 	
 	ntdll.dll!7c82f360() 	
 	ntdll.dll!7c82f2a3() 	
 	kernel32.dll!77e65185() 	
 	kernel32.dll!77e6528f() 	
 	kernel32.dll!77e6530f() 	
 	acgenral.dll!7166e90f() 	
 	acgenral.dll!7166e944() 	
 	wldap32.dll!76f112ff() 	
 	wldap32.dll!76f11176() 	
 	ntdll.dll!7c8279cb() 	
 	ntdll.dll!7c83d308() 	
 	ntdll.dll!7c83d2dc() 	
 	ntdll.dll!7c82d81c() 	
 	ntdll.dll!7c82d95d() 	
 	ntdll.dll!7c82ea83() 	
 	ntdll.dll!7c82dab1() 	
>	EQ2WorldDebug.exe!__set_flsgetvalue()  Line 256 + 0xc bytes	C
 	EQ2WorldDebug.exe!_getptd_noexit()  Line 618	C
 	EQ2WorldDebug.exe!last_signal()  + 0x3 bytes	C++
 	EQ2WorldDebug.exe!last_signal()  + 0x3 bytes	C++
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x07263158)  Line 277	C
 	kernel32.dll!77e64829() 	

Threads:

Code: Select all

0	 	924	Main Thread	Main Thread	_lock	Normal	0
0	 	928	Worker Thread	_threadstart	TCPConnectionLoop	Above Normal	0
0	>	1240	Worker Thread	_threadstart	__set_flsgetvalue	Normal	0
0	 	1564	Worker Thread	_threadstart	_lock	Normal	0
0	 	2024	Worker Thread	_threadstart	EQStreamFactory::CombinePacketLoop	Normal	0
0	 	1212	Worker Thread	_threadstart	_lock	Normal	0
0	 	1628	Worker Thread	_threadstart	_lock	Normal	0
0	 	268	Worker Thread	_threadstart	_lock	Normal	0

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Re: Another crash

Post by John Adams » Mon Oct 19, 2009 10:22 am

LE, not sure if this helps narrow things down any, but I'm noticing some players are DOA, soon as they hit the connect, they disconnect, desync, or otherwise die immediately (most of the cases). Others can get on, play for quite a while, casting, combat, questing, or just playing with various features... and no problems at all (some of the cases).

Starting to wonder if the faulty folks are a specific client version? I guess your logs would show that?

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Re: Another crash

Post by John Adams » Mon Oct 19, 2009 12:15 pm

Everytime this "BigTuna" guy logs in, or tries to, he crashes the world.

Stack:

Code: Select all

 	ntdll.dll!7c85e661() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]	
 	ntdll.dll!7c84b0dc() 	
 	ntdll.dll!7c83d281() 	
>	EQ2WorldDebug.exe!_lock(int locknum=4)  Line 349	C
 	EQ2WorldDebug.exe!_heap_alloc_dbg_impl(unsigned int nSize=52, int nBlockUse=1, const char * szFileName=0x00000000, int nLine=0, int * errno_tmp=0x0203fc44)  Line 370 + 0x7 bytes	C++
 	EQ2WorldDebug.exe!_nh_malloc_dbg_impl(unsigned int nSize=52, int nhFlag=0, int nBlockUse=1, const char * szFileName=0x00000000, int nLine=0, int * errno_tmp=0x0203fc44)  Line 239 + 0x19 bytes	C++
 	EQ2WorldDebug.exe!_nh_malloc_dbg(unsigned int nSize=52, int nhFlag=0, int nBlockUse=1, const char * szFileName=0x00000000, int nLine=0)  Line 296 + 0x1d bytes	C++
 	EQ2WorldDebug.exe!malloc(unsigned int nSize=52)  Line 56 + 0x15 bytes	C++
 	EQ2WorldDebug.exe!operator new(unsigned int size=52)  Line 59 + 0x9 bytes	C++
 	EQ2WorldDebug.exe!EQStream::SendAck(unsigned short seq=58)  Line 680 + 0x7 bytes	C++
 	EQ2WorldDebug.exe!EQStream::Write(int eq_fd=3836)  Line 804	C++
 	EQ2WorldDebug.exe!EQStreamFactory::WriterLoop()  Line 384	C++
 	EQ2WorldDebug.exe!EQStreamFactoryWriterLoop(void * eqfs=0x0109c6f8)  Line 66	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x072633a8)  Line 277	C
 	kernel32.dll!77e64829() 	

Threads:

Code: Select all

0	 	1580	Main Thread	Main Thread	__InternalCxxFrameHandler	Normal	0
0	 	1968	Worker Thread	_threadstart	_lock	Above Normal	0
0	 	1440	Worker Thread	_threadstart	__crtMessageWindowA	Normal	0
0	>	236	Worker Thread	_threadstart	_lock	Normal	0
0	 	1916	Worker Thread	_threadstart	EQStreamFactory::CombinePacketLoop	Normal	0
0	 	1668	Worker Thread	_threadstart	__InternalCxxFrameHandler	Normal	0
0	 	1136	Worker Thread	_threadstart	__InternalCxxFrameHandler	Normal	0
0	 	1908	Worker Thread	_threadstart	__InternalCxxFrameHandler	Normal	0

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Re: Another crash

Post by Zcoretri » Mon Oct 19, 2009 12:33 pm

LE and scat tracked down a couple of desync issues yesterday. But I'm not sure if LE committed the code as of last night.

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Re: Another crash

Post by John Adams » Mon Oct 19, 2009 4:02 pm

Either it's not checked in yet (unlikely) or the problem still exists, with a vengeance.

Players appear to be changing location_id's (like moving around a little) and deadlocking, crashing, or "F12"ing. Guess I'll just leave Tess in a crashed state in the hopes LE takes a look for himself... cuz I'm sure none of this happens on his server. :P

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Re: Another crash

Post by Arremis » Thu Oct 22, 2009 6:35 am

A couple of days ago I tried to log onto Tess, but the client kept crashing after the character select screen, or telling me that the server isn't responding in a timely manner. However, I was able to log onto Blizz's server using client 5916L, but lesser clients wouldn't connect (I suspect the lesser clients weren't connecting because they were updated trial clients). Hopefully this report can help narrow down something.

EDIT: Also, at the time Blizz's server didn't have any spawns or NPC's, so it could possibly be a database issue.
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Re: Another crash

Post by John Adams » Sat Dec 05, 2009 1:44 pm

LE, the Tess outage now is due to a legitimate crash. If you have time to check it out, please do so. It's weird. The exception box only says it has encountered a breakpoint - no other details.

If you do not have time, no worries. I will be taking down the host to move to another room later today and will likely lose the crash (unless VMWare "Pause" actually works :))

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Re: Another crash

Post by LethalEncounter » Sat Dec 05, 2009 7:28 pm

Oops, just saw your post now and I guess it was lost. Not sure which error box it was, but if it included a retry option that usually gets you to a stack trace.

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Re: Another crash

Post by John Adams » Sat Dec 05, 2009 7:33 pm

Heh, I just saw you boot me out ;) sinister!

I think it had Break, Continue or Cancel (or maybe retry). It wasn't the Runtime error this time, and there was a stack trace. But those have proven worthless most of the time, so I just killed it, moved the server and put it back up. I'm sure the error will show up again.

Thanks for looking. She's running fine now.

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Re: Another crash

Post by LethalEncounter » Sat Dec 05, 2009 7:59 pm

Have you tried out the custom zone name option yet? :P Need someone to verify it works as advertised :)

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Re: Another crash

Post by John Adams » Sat Dec 05, 2009 8:27 pm

I think the only custom zone I got is GM Hall (zone 1). I was kinda hoping Bolly or Zexis would verify it works since they are all customy and stuff.

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Re: Another crash

Post by bolly » Sun Dec 06, 2009 1:00 am

Sorry! That totally skipped my mind. It does indeed!

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Re: Another crash

Post by ZexisStryfe » Sun Dec 06, 2009 1:49 pm

I have had my server up for the last 3 days, however I am still getting "Currently in <blank>"...
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Re: Another crash

Post by LethalEncounter » Sun Dec 06, 2009 3:40 pm

You have to zone at least once. I changed the way that the zone was being stored so I have invalid ids for everyone that hasn't logged in and zoned yet. Once you have done so (and are running the latest version) it should work correctly from then on.

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