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Re: Crashes / Disconnects

Posted: Thu Jul 02, 2009 2:05 pm
by Faraden
Made it crash attacking a goblin! :mrgreen:

Code: Select all

---------------------------------------------
[20090702 22:08:46] Error, command index of 999 was requested, but max command is 440
[20090702 22:08:48] Error, command index of 999 was requested, but max command is 440
[20090702 22:08:48] Error, command index of 999 was requested, but max command is 440
[20090702 22:08:49] Error, command index of 999 was requested, but max command is 440
[20090702 22:08:49] Error, command index of 999 was requested, but max command is 440
[20090702 22:09:03] Unhandled command in OP_EntityVerbsVerbMsg: 
[20090702 22:09:40] Exception while running 'QueensColony'

Re: Crashes / Disconnects

Posted: Thu Jul 02, 2009 2:16 pm
by John Adams
You're starting to sound like me...

Make sure LE knows, this is your own collected, parsed, and populated data... because data can definitely cause issues. Shouldn't crash still, but bad data = unhappy developer.

Re: Crashes / Disconnects

Posted: Thu Jul 02, 2009 4:47 pm
by LethalEncounter
LethalEncounter wrote:Which client version are you using?
Also, what is the error?

Re: Crashes / Disconnects

Posted: Thu Jul 02, 2009 7:55 pm
by Faraden
Ignore that one, its not important! :)

Re: Crashes / Disconnects

Posted: Tue Jul 14, 2009 3:38 pm
by Zcoretri
Finally managed to crash my own server for once, LOL
WorldError.JPG
Basically what I did was logged in with client 4412, took some screen shots of examined spells, logged out, logged in with client 5721L opened my knowledge book, moused over a spell icon, and BOOM-> Server crashed.

Re: Crashes / Disconnects

Posted: Fri Jul 24, 2009 3:29 pm
by John Adams
Just a little post to say, nothing has crashed in a long time. ~whistles~
stats.jpg
Connection volume not exactly what I wanted it to be, but at least now we can run nearly 2 days without crashing once. And it's been that way for over a week.

Nice work, Lethal!

Re: Crashes / Disconnects

Posted: Fri Aug 07, 2009 9:10 am
by John Adams
Got a crash on Tess yesterday - which I am happy to report is now a rare thing. However, this is the same crash that I reported before - so the latest code did not fix this from last week (PM'd)

Code: Select all

>	EQ2WorldDebug.exe!SpellProcess::DeleteCasterSpell(Entity * caster=0x1459b028, Spawn * target=0x13b88e40, LuaSpell * spell=0x23087e08, bool lock=false)  Line 268 + 0x19 bytes	C++
 	EQ2WorldDebug.exe!SpellProcess::Process()  Line 103	C++
 	EQ2WorldDebug.exe!main(int argc=1, char * * argv=0x003733e0)  Line 253	C++
 	EQ2WorldDebug.exe!__tmainCRTStartup()  Line 318 + 0x19 bytes	C
 	EQ2WorldDebug.exe!mainCRTStartup()  Line 187	C
 	kernel32.dll!77e6f23b() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
 	EQ2WorldDebug.exe!EQ2_RemoteCommandString::EQ2_RemoteCommandString()  Line 82 + 0x33 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<unsigned int,bool,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,bool> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<unsigned int,bool,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,bool> >,0> >::_Node * _Wherenode=0x00720063, const std::pair<unsigned int const ,bool> & _Val=(4294504547,true))  Line 1127 + 0x14 bytes	C++
 	EQ2WorldDebug.exe!EQ2_RemoteCommandString::EQ2_RemoteCommandString()  Line 82 + 0x45 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00690077, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Insert(bool _Addleft=true, std::_Tree_nod<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VisualState *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> >,0> >::_Node * _Wherenode=0x00720065, const std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VisualState *> & _Val=("",0x00000000 {id=??? name={...} }))  Line 1118 + 0xf bytes	C++

Re: Crashes / Disconnects

Posted: Sat Aug 08, 2009 9:15 pm
by LethalEncounter
kk, think I got it this time. I'll check it in with the combat code