Page 3 of 24

Posted: Mon Nov 24, 2008 5:42 pm
by John Adams
Either I crashed you so hard your house fell down, or you're fixing something =) Meanwhile, back on Tess, here's another seemingly random world restart.

Code: Select all

Unhandled command: clearallqueuedabilities
   0: 25 00 01 00 30                                     | %...0
   0: CD 01 00 00                                        | ....
Unhandled command: clearallqueuedabilities
   0: CD 01 00 00                                        | ....
Unhandled command: clearallqueuedabilities
   0: 35 00 01 00 33                                     | 5...3
   0: CD 01 00 00                                        | ....
Unhandled command: clearallqueuedabilities
   0: CD 01 00 00                                        | ....
Unhandled command: clearallqueuedabilities
Timeout up!, state=0
Delete char request: 2798 1194
[Status] Using database 'eq2live' at mysql
[Status] CURRENT_WORLD_VERSION:EQ2EMu 0.6.0 Developer Alpha
Looks like my evil nemesis "Timeout up!" appeared, killed the player connection, and they attempted to delete the toon (successfully). Poof, restart.

Posted: Mon Nov 24, 2008 5:54 pm
by LethalEncounter
Heh, you did crash my world but not directly. The way I was handling clients was I grab a lock of the clients looped through all the clients calling the process method for each one and then unlocking the clients so that other threads could use it. The problem was that the client process might have also tried to grab the lock, which lead to a deadlock situation. Since I have my timeout set at 5 minutes it crashed after that time. Honestly I'm not sure why it didnt crash MORE often as that was a major bug.

Posted: Tue Nov 25, 2008 2:36 pm
by John Adams
Tess has been crashing all day again. I am not sure if people are trying your server, LE - or if yours is just working with no problem. If it is, then it has to be something in my setup. But anyway, I was online just chatting with someone and I saw a client disconnect and we crashed.

Code: Select all

Unhandled command: clearallqueuedabilities
   0: 0C 00 1F 00 61 72 65 20 - 79 6F 75 20 75 73 69 6E  | ....are you usin
  16: 67 20 2F 73 70 65 65 64 - 20 62 79 20 63 68 61 6E  | g /speed by chan
  32: 63 65 3F                                           | ce?
   0: 25 00 01 00 31                                     | %...1
   0: 0C 00 51 00 6E 6F 72 6D - 61 6C 6C 79 20 68 61 70  | ..Q.normally hap
  16: 70 65 6E 73 20 77 68 65 - 6E 20 69 20 64 69 65 20  | pens when i die
  32: 77 69 74 68 20 61 20 62 - 75 6E 63 68 20 6F 66 20  | with a bunch of
  48: 6D 6F 62 73 20 6F 6E 20 - 6D 65 20 61 6E 64 20 77  | mobs on me and w
  64: 68 65 6E 20 69 20 72 65 - 73 70 61 77 6E 20 69 20  | hen i respawn i
  80: 63 72 61 73 68                                     | crash
   0: 0C 00 04 00 6E 6F 70 65                            | ....nope
OP_BeginTrackingMsg Received 0x0175
   0: 02                                                 | .
   0: 0C 00 35 00 61 68 68 20 - 63 6F 6F 6C 2C 20 74 68  | ..5.ahh cool, th
  16: 61 6E 6B 73 2E 20 69 27 - 6C 6C 20 68 61 76 65 20  | anks. i'll have
  32: 74 6F 20 74 72 79 20 74 - 68 61 74 2E 20 6D 61 6B  | to try that. mak
  48: 65 73 20 73 65 6E 73 65 - 2E                       | es sense.
   0: 0C 00 3C 00 6F 6E 6C 79 - 20 63 6F 6D 6D 61 6E 64  | ..<.only command
  16: 73 20 69 20 68 61 76 65 - 20 75 73 65 64 20 77 65  | s i have used we
  32: 72 65 20 74 68 65 20 73 - 75 6D 6D 6F 6E 69 74 65  | re the summonite
  48: 6D 20 61 6E 64 20 69 74 - 65 6D 73 65 61 72 63 68  | m and itemsearch
Zone: Removing client from ip:76.87.75.214 port:2262
[Status] Using database 'eq2live' at mysql
[Status] CURRENT_WORLD_VERSION:EQ2EMu 0.6.0 Developer Alpha
This player was reporting that when killed by a group of mobs and respawning, they get the proximity error we used to see. However, that did not happen in this instance. The 3rd player online must have camped or quit, and we all crashed.
I'll try quitting abruptly on your server, see what happens.

Posted: Tue Nov 25, 2008 3:10 pm
by LethalEncounter
Yah the server crashed due to a disconnection last night and I fixed it this morning. I'll check it in now.

Posted: Tue Nov 25, 2008 4:53 pm
by John Adams
~does the happy puppy dance~
I have successfully crashed the Bosses server. Woot.
On my server, I just /zone Stalwart (ts instance) and crashed. I'll see if it happens on any zone command.

Posted: Tue Nov 25, 2008 7:42 pm
by LethalEncounter
Fixed. Try now :)

Posted: Tue Nov 25, 2008 9:16 pm
by John Adams
Got the new dev code though it seems my dead soldiers were dancing again hehe. I thought you set their mood_state to 228, but I just had to re-set it. Odd. Anyway, hoping for no more crashes.
Thanks for looking into it.

Posted: Tue Nov 25, 2008 9:37 pm
by John Adams
Bah, another crash. I lost the call stack when I broke out tho, so I'll try and get another one.
Console looked innocent, too as usual. 1 player, doing a quest.

Code: Select all

   0: 79 00 00 00 FF 1D 02 01 - 00 0E 00 51 75 65 65 6E  | y..........Queen
  16: 27 73 20 43 6F 6C 6F 6E - 79 00 00 02 00 01 11 00  | 's Colony.......
  32: 54 68 65 20 41 72 74 20 - 6F 66 20 43 6F 6D 62 61  | The Art of Comba
  48: 74 00 00 00 00 00 06 00 - 00 00 19 0B 08 01 04 02  | t...............
  64: 00 00 01 12 00 41 20 50 - 72 65 73 65 6E 63 65 20  | .....A Presence
  80: 6F 66 20 45 76 69 6C 00 - 00 00 00 50 07 00 00 00  | of Evil....P....
  96: 19 0B 08 02 04 03 00 00 - 00 00 07 00 00 00 D1 90  | ................
 112: B5 00 07 00 4D 61 61 68 - 72 69 65 01 00           | ....Maahrie..
[Status] Using database 'eq2live' at mysql
[Status] CURRENT_WORLD_VERSION:EQ2EMu 0.6.0 Developer Alpha

Posted: Tue Nov 25, 2008 10:01 pm
by John Adams
Another case of me sitting in one spot for 20+ mins, then typing /zone OutpostOverlord - crash:

Code: Select all

 	ntdll.dll!7c81a379() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]	
>	EQ2World.exe!Mutex::lock()  Line 116	C++
 	EQ2World.exe!EQStream::GetState()  Line 257 + 0x1a bytes	C++
 	EQ2World.exe!EQStream::SendDisconnect(bool setstate=true)  Line 937 + 0x8 bytes	C++
 	EQ2World.exe!EQStream::Close()  Line 269 + 0x16 bytes	C++
 	EQ2World.exe!Client::~Client()  Line 141	C++
 	EQ2World.exe!Client::`scalar deleting destructor'()  + 0x14 bytes	C++
 	EQ2World.exe!ZoneServer::RemoveClient(Client * client=0x08b9dd20)  Line 1087 + 0x22 bytes	C++
 	EQ2World.exe!ZoneServer::ClientProcess()  Line 1113	C++
 	EQ2World.exe!ZoneServer::Process()  Line 653	C++
 	EQ2World.exe!ZoneLoop(void * tmp=0x08ce6028)  Line 2439 + 0x8 bytes	C++
 	EQ2World.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2World.exe!_threadstart(void * ptd=0x088e3468)  Line 277	C
 	kernel32.dll!77e64829() 	
 	EQ2World.exe!std::_Tree<std::_Tmap_traits<unsigned int,lua_State *,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,lua_State *> >,0> >::insert(std::_Tree<std::_Tmap_traits<unsigned int,lua_State *,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,lua_State *> >,0> >::iterator _Where={first=??? second=??? }, const std::pair<unsigned int const ,lua_State *> & _Val={...})  Line 723 + 0x3c bytes	C++
 	EQ2World.exe!std::_Tree<std::_Tmap_traits<unsigned int,MerchantFactionMultiplier *,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,MerchantFactionMultiplier *> >,0> >::_Buynode()  Line 1303 + 0x7 bytes	C++
Let me know if this is helping any, cuz it looks like Greek to me. :)

Posted: Tue Nov 25, 2008 10:27 pm
by John Adams
Last one of the night... again, standing still after relogging in from the last crash, typing /exit to quit and crashed the server.

Code: Select all

 	ntdll.dll!7c81a379() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]	
>	EQ2World.exe!Mutex::lock()  Line 116	C++
 	EQ2World.exe!EQStream::GetState()  Line 257 + 0x1a bytes	C++
 	EQ2World.exe!EQStream::SendDisconnect(bool setstate=true)  Line 937 + 0x8 bytes	C++
 	EQ2World.exe!EQStream::Close()  Line 269 + 0x16 bytes	C++
 	EQ2World.exe!Client::~Client()  Line 141	C++
 	EQ2World.exe!Client::`scalar deleting destructor'()  + 0x14 bytes	C++
 	EQ2World.exe!ZoneServer::RemoveClient(Client * client=0x06d6ac30)  Line 1087 + 0x22 bytes	C++
 	EQ2World.exe!ZoneServer::ClientProcess()  Line 1113	C++
 	EQ2World.exe!ZoneServer::Process()  Line 653	C++
 	EQ2World.exe!ZoneLoop(void * tmp=0x06d708e8)  Line 2439 + 0x8 bytes	C++
 	EQ2World.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2World.exe!_threadstart(void * ptd=0x06d714b8)  Line 277	C
 	kernel32.dll!77e64829() 	

Posted: Wed Nov 26, 2008 5:19 am
by LethalEncounter
Fixed.

Posted: Wed Nov 26, 2008 9:39 am
by John Adams
Excellent. I will interpret that as "yes, your call stack spamming is helpful, keep it up." ;)
Thanks, LE! Updating Tess and we'll see what's next.

Posted: Wed Nov 26, 2008 2:20 pm
by John Adams
I got issues! Serious issue! hehe. Ok, here's the latest crash-a-thon scenario.

Code: Select all

 	ntdll.dll!7c85e661() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]	
 	ntdll.dll!7c85e661() 	
 	ntdll.dll!7c812f85() 	
 	ntdll.dll!7c80807d() 	
 	kernel32.dll!77e7690d() 	
 	ntdll.dll!7c84b0dc() 	
 	ntdll.dll!7c83d281() 	
>	EQ2World.exe!Mutex::lock()  Line 116	C++
 	EQ2World.exe!LuaInterface::CallQuestFunction(Quest * quest=0x088402d0, char * function=0x08ffebb8, Spawn * player=0x06de2060, unsigned int step_id=4294967295)  Line 205	C++
 	EQ2World.exe!Client::SendQuestUpdate(Quest * quest=0x088402d0)  Line 2297	C++
 	EQ2World.exe!Client::SetStepComplete(unsigned int quest_id=7, unsigned int step=3)  Line 2148	C++
 	EQ2World.exe!EQ2Emu_lua_SetStepComplete(lua_State * state=0x070d02d0)  Line 893	C++
 	EQ2World.exe!_luaD_precall()  + 0x19d bytes	C
 	EQ2World.exe!_luaV_execute()  + 0xad8 bytes	C
 	EQ2World.exe!_Mtxunlock(_RTL_CRITICAL_SECTION * _Mtx=0x0969ba38)  Line 54	C
 	0969b934()	
 	EQ2World.exe!std::_Tree<std::_Tmap_traits<lua_State *,Mutex *,std::less<lua_State *>,std::allocator<std::pair<lua_State * const,Mutex *> >,0> >::iterator::iterator(std::_Tree_nod<std::_Tmap_traits<lua_State *,Mutex *,std::less<lua_State *>,std::allocator<std::pair<lua_State * const,Mutex *> >,0> >::_Node * _Pnode=0x070d02d0, const std::_Tree<std::_Tmap_traits<lua_State *,Mutex *,std::less<lua_State *>,std::allocator<std::pair<lua_State * const,Mutex *> >,0> > * _Plist=0x070d0ae8)  Line 430	C++
 	EQ2World.exe!_lua_call()  + 0x65 bytes	C
 	EQ2World.exe!_luaD_rawrunprotected()  + 0x3a bytes	C
 	cd006108()	
 	EQ2World.exe!_luaopen_base()  + 0x887 bytes	C
 	EQ2World.exe!_luaopen_base()  + 0x887 bytes	C
 	EQ2World.exe!_luaopen_base()  + 0x887 bytes	C
 	EQ2World.exe!_luaopen_base()  + 0x887 bytes	C
 	EQ2World.exe!_luaK_codeABC()  + 0x2b bytes	C
 	EQ2World.exe!_luaopen_base()  + 0x887 bytes	C
 	EQ2World.exe!_luaopen_base()  + 0x887 bytes	C
 	EQ2World.exe!_luaK_codeABC()  + 0x2b bytes	C
Again, it looks different, so I'm posting another call stack. What was going on here was me doing the Presence of Evil quest and all was going along great, until player #2 signs into the server - in a different zone. This is the third time today I have crashed of "froze up" when another player is created or signs in. I haven't seen it with logoffs or disconnects.
I had my CriticalSection back to 30days (new machine) but bumped it down to 30 seconds, and got what you see above. Hope it helps.
PS: I understand the Quests system needs attention after the client update... so this may be no shock to you that it fails :)

Posted: Fri Nov 28, 2008 11:31 am
by John Adams
Here may be one more flavor of crash.

Code: Select all

>	EQ2World.exe!std::_Tree<std::_Tmap_traits<unsigned int,Spawn *,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,Spawn *> >,0> >::_Root()  Line 1231 + 0x3 bytes	C++
 	EQ2World.exe!std::_Tree<std::_Tmap_traits<unsigned int,Spawn *,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,Spawn *> >,0> >::_Ubound(const unsigned int & _Keyval=373963295)  Line 1256 + 0x8 bytes	C++
 	EQ2World.exe!std::_Tree<std::_Tmap_traits<unsigned int,Spawn *,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,Spawn *> >,0> >::upper_bound(const unsigned int & _Keyval=373963295)  Line 1002 + 0x10 bytes	C++
 	EQ2World.exe!std::_Tree<std::_Tmap_traits<unsigned int,Spawn *,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,Spawn *> >,0> >::equal_range(const unsigned int & _Keyval=373963295)  Line 1012 + 0x10 bytes	C++
 	EQ2World.exe!std::_Tree<std::_Tmap_traits<unsigned int,Spawn *,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,Spawn *> >,0> >::count(const unsigned int & _Keyval=373963295)  Line 979 + 0x10 bytes	C++
 	EQ2World.exe!ZoneServer::GetSpawnByDatabaseID(unsigned int id=373963295)  Line 1599 + 0x12 bytes	C++
 	EQ2World.exe!Client::HandlePacket(EQApplicationPacket * app=0x0a6a22f8)  Line 680 + 0x16 bytes	C++
 	EQ2World.exe!Client::Process(bool zone_process=false)  Line 1245 + 0xc bytes	C++
 	EQ2World.exe!ClientList::Process()  Line 1361 + 0x14 bytes	C++
 	EQ2World.exe!main(int argc=1, char * * argv=0x00352cd8)  Line 262	C++
 	EQ2World.exe!__tmainCRTStartup()  Line 318 + 0x19 bytes	C
 	EQ2World.exe!mainCRTStartup()  Line 187	C
 	kernel32.dll!77e6f23b() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
Can't say what the player was doing, since I was sleeping. :) But the console looks like a desynch followed by a Got Signal 11.

Code: Select all

OP_EntityVerbsReplyMsg Received 0x009e
   0: E7 EF FD 73 6D F9 AC AC - 99 A4 9C 97 4C F7 1D F4  | ...sm.......L...
  16: 3D E5 53 B5 B5 67 3F FA - 5D A6 76 B5 E0 4D CB 7A  | =.S..g?.].v..M.z
  32: 9D FF                                              | ..
Zone: Removing client from ip:xxx.xxx.xxx.xxx port:50770
OP_CSTicketAddCommentMsg Received 0x00cf
   0: C5 B3 0D 48 D2 0F 88 8B - 39 95 F3 44 71 16 F2 B7  | ...H....9..Dq...
  16: DE 65 79 8D 7D 43 DC 5D - 16 25 1C C8 43 3A D7 6B  | .ey.}C.].%..C:.k
  32: 93 2C 44 9A 10 06 89 B1 - 69 90 DD 53 80 0E 86 44  | .,D.....i..S...D
  48: 3C 41 C9 20 8D 55 B5 2F - 5C DD C6 79 71 CE BE 39  | <A. .U./\..yq..9
  64: EF 26 BC 23 EE 4C 00 14 - DF A6 47 47 5D 6C A2 EC  | .&.#.L....GG]l..
  80: C4 DC BD 2D F2 00 71 95 - 8F 02 00 7B D5 04 5A 5B  | ...-..q....{..Z[
  96: 30 55 AC 44 1C B4 0C F6 - D8 30 ED BF 3C 80 8C AF  | 0U.D.....0..<...
 112: 1A 65 5C FE CA AF 45 1F - 07 21 7A 67 DE 4B DD A0  | .e\...E..!zg.K..
 128: 94 B0 05 D5 B9 63 F6 DF - 9D 45 A8 E3 6B 34 97 B7  | .....c...E..k4..
 144: FD 19 BD C9 C3 74 A0 F6 - F0 7E 4D BD 67 DB 70 27  | .....t...~M.g.p'
 160: D9 85 85 32 CD 0F 20 B6 - D6 C3 B9 37 B5 B2 55 D9  | ...2.. ....7..U.
 176: 65 47 5D 5F D6 DB 0B 92 - 17 5D B5 92 B6 3F 07 06  | eG]_.....]...?..
 192: 1D 16 EB C1 BC 78 8B 36 - 6D 6E 90 E9 06 8F D3 FB  | .....x.6mn......
 208: 4E 17 BA A9 F9 84 37 45 - 1D 1E AE D3 1C 3E 00 46  | N.....7E.....>.F
 224: 86 8C 20 12 9D F0 7A 1B - 40 53 DD 31 55 DF 9D B5  | .. ...z.@S.1U...
 240: CA 78 77 5F 11 CE F5 C5 - FE 37 28 53 E0 8A 98 20  | .xw_.....7(S...
 256: 44 2C 5C 91 79 70 31 3C - B7 A1 53 B1 30 D6 F2 7B  | D,\.yp1<..S.0..{
 272: ED 0D 10 11 52 CE B4 62 - AB 8B 5A 52 2A 9C C9 CE  | ....R..b..ZR*...
 288: 27 15 72 59 C3 C3 40 9E - C2 8B C3 F4 56 5D 56 41  | '.rY..@.....V]VA
 304: A5 97 AE AC CF 6E 1C DA - BE F1 3C A4 0B 5B 03 2F  | .....n....<..[./
 320: 73 30 E5 F8 36 9E 2C 1F - 33 F6 DA CA BA EE AE 3F  | s0..6.,.3......?
 336: 6B 1E E6 36 4C FF B3 49 - A9 08 15 54 E2 78 EE 55  | k..6L..I...T.x.U
 352: DF 49 52 97 04 8A DB 14 - 06 2D BE CD B7 3E 5B 11  | .IR......-...>[.
 368: AD 9D BB E4 D5 F8 98 F1 - 9F 3A 6E EF 9A 71 7D D1  | .........:n..q}.
 384: 12 8F E3 00 F7 7C B1 73 - 2F 51 0E 88 AD 9A 73 19  | .....|.s/Q....s.
 400: D3 2B 4D 99 18 0A 47 21 - 81 31 32 2A 43 C6 FC 3C  | .+M...G!.12*C..<
 416: DB E7 35 10 2C F1 21 11 - 8A 2C 06 5F 93 7C 0C 31  | ..5.,.!..,._.|.1
 432: B8 26 66 55                                        | .&fU
Got signal 11

Posted: Fri Nov 28, 2008 12:36 pm
by John Adams
I think this is just one person who keeps crashing things heh. Still not sure what exactly they are doing that I cannot seem to do.

Code: Select all

 	ntdll.dll!7c81a379() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]	
>	EQ2World.exe!Mutex::lock()  Line 116	C++
 	EQ2World.exe!ZoneServer::RemovePlayerProximity(Spawn * spawn=0x0b4b7060, bool all=false)  Line 2309	C++
 	EQ2World.exe!ZoneServer::AddPlayerProximity(Spawn * spawn=0x0b4b7060, float distance=20.000000, std::basic_string<char,std::char_traits<char>,std::allocator<char> > in_range_function="InRange", std::basic_string<char,std::char_traits<char>,std::allocator<char> > leaving_range_function="")  Line 2285	C++
 	EQ2World.exe!EQ2Emu_lua_SetPlayerProximityFunction(lua_State * state=0x0b4b87b0)  Line 258	C++
 	EQ2World.exe!_luaD_precall()  + 0x19d bytes	C
 	EQ2World.exe!_luaV_execute()  + 0xad8 bytes	C
 	EQ2World.exe!_luaD_call()  + 0x43 bytes	C
 	EQ2World.exe!_lua_call()  + 0x65 bytes	C
 	EQ2World.exe!_luaD_rawrunprotected()  + 0x3a bytes	C
 	EQ2World.exe!_luaD_pcall()  + 0x3e bytes	C
 	EQ2World.exe!_lua_pcall()  + 0x53 bytes	C
 	EQ2World.exe!LuaInterface::CallSpawnScript(lua_State * state=0x0b4b87b0, unsigned char num_parameters='')  Line 330 + 0x18 bytes	C++
 	EQ2World.exe!LuaInterface::RunSpawnScript(char * script_name=0x0b472828, char * function_name=0x00af7964, Spawn * npc=0x0b4b7060, Spawn * spawn=0x00000000, char * message=0x00000000)  Line 678 + 0x13 bytes	C++
 	EQ2World.exe!ZoneServer::CallSpawnScript(Spawn * npc=0x0b4b7060, unsigned char type=0, Spawn * spawn=0x00000000, char * message=0x00000000)  Line 962	C++
 	EQ2World.exe!Commands::Process(unsigned int index=1, EQ2_16BitString * command_parms=0x1199fb94, Client * client=0x0b9936f0)  Line 1818	C++
 	EQ2World.exe!Client::HandlePacket(EQApplicationPacket * app=0x08fa10a8)  Line 893	C++
 	EQ2World.exe!Client::Process(bool zone_process=true)  Line 1245 + 0xc bytes	C++
 	EQ2World.exe!ZoneServer::ClientProcess()  Line 1121 + 0xa bytes	C++
 	EQ2World.exe!ZoneServer::Process()  Line 653	C++
 	EQ2World.exe!ZoneLoop(void * tmp=0x0b98f060)  Line 2439 + 0x8 bytes	C++
 	EQ2World.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2World.exe!_threadstart(void * ptd=0x0b99b8c8)  Line 277	C
 	kernel32.dll!77e64829() 	
Looked like simple movement to me. Damn that Mutex!

Code: Select all

OP_Unknown Received 0x00b2
   0: 00 00                                              | ..
   0: CD 01 00 00                                        | ....
Unhandled command: clearallqueuedabilities
   0: 25 00 01 00 30                                     | %...0
   0: 23 00 01 00 31                                     | #...1
Left Grid 4294967295 and Entered Grid 4002538494
Left Grid 4002538494 and Entered Grid 1409439827
   0: 01 00 01 00 35                                     | ....5