Crashes / Disconnects

Old bugs stored here for reference.
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John Adams
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Post by John Adams » Fri Dec 05, 2008 7:42 pm

Here's another after tonights compile from your SVN.

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() 	
>	EQ2WorldDebug.exe!Mutex::lock()  Line 116	C++
 	EQ2WorldDebug.exe!LuaInterface::CallQuestFunction(Quest * quest=0x0c2ba8b8, char * function=0x00aa9dcc, Spawn * player=0x0c215348, unsigned int step_id=1)  Line 205	C++
 	EQ2WorldDebug.exe!Client::SetPlayerQuest(Quest * quest=0x0c2ba8b8, std::map<unsigned int,unsigned int,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,unsigned int> > > * progress=[1]((1,10)))  Line 2233	C++
 	EQ2WorldDebug.exe!WorldDatabase::LoadCharacterQuestProgress(Client * client=0x0c253cc0)  Line 1491	C++
 	EQ2WorldDebug.exe!WorldDatabase::LoadCharacterQuests(Client * client=0x0c253cc0)  Line 1529 + 0xc bytes	C++
 	EQ2WorldDebug.exe!Client::SendLoginInfo()  Line 197	C++
 	EQ2WorldDebug.exe!Client::Process(bool zone_process=true)  Line 1225	C++
 	EQ2WorldDebug.exe!ZoneServer::ClientProcess()  Line 1123 + 0xa bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::Process()  Line 655	C++
 	EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x06de5230)  Line 2444 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x06de6280)  Line 277	C
 	kernel32.dll!77e64829() 	
All I noticed on the console was alfa logging in and I believe trying to zone somewhere.
There was a second connection but I didn't catch anything that player was doing - so it could have been them.

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Post by LethalEncounter » Sat Dec 06, 2008 6:06 am

That was caused by an error running a LUA quest function. It never unlocked the mutex before it returned. Dont be discouraged by all these bugs, each one that is fixed makes it that much more stable :)

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Post by alfa » Sat Dec 06, 2008 6:23 am

Yep I was in Qey harbor and try to go back Queen 's Colony for test spell and it stuck at receive zone infos
Fight with me... Or die, like the rest.
J.A. say: "I think Xinux tried to tell me this, but I ignore most things he suggests."

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Post by John Adams » Sat Dec 06, 2008 10:53 am

LethalEncounter wrote:Dont be discouraged by all these bugs, each one that is fixed makes it that much more stable :)
I am actually very excited about each and every crash that turns into a fix. I hope the players that get bumped off Tess understand this and keep coming back and doing it again.
I feel it is the players job to break my server! :)

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Post by John Adams » Sat Dec 06, 2008 7:55 pm

This happened while we were all talking. I noticed the network between you and me seems very slow right now, no activity on my modem either. Not sure if that's what caused it.

Code: Select all

 	ntdll.dll!7c82c853() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]	
 	ntdll.dll!7c82a4e1() 	
 	ntdll.dll!7c82a0fc() 	
 	ntdll.dll!7c82a4e1() 	
 	ntdll.dll!7c82a0fc() 	
 	ntdll.dll!7c82774b() 	
 	ntdll.dll!7c828659() 	
 	ntdll.dll!7c8181b5() 	
 	ntdll.dll!7c84152b() 	
 	ntdll.dll!7c8181eb() 	
 	ntdll.dll!7c82a4e1() 	
>	EQ2WorldDebug.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::_Eos(unsigned int _Newsize=25)  Line 1993 + 0x22 bytes	C++
 	EQ2WorldDebug.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::assign(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Right="header_info_adornment_0_0", unsigned int _Roff=158133016, unsigned int _Count=158132912)  Line 1014	C++
 	EQ2WorldDebug.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::basic_string<char,std::char_traits<char>,std::allocator<char> >(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Right="")  Line 597	C++
 	0000039f()	
 	EQ2WorldDebug.exe!std::map<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,DataStruct *,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 ,DataStruct *> > >::operator[](const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Keyval="header_info_adornment_0_0")  Line 172 + 0x5a bytes	C++
 	EQ2WorldDebug.exe!PacketStruct::add(DataStruct * data=0x09d15938)  Line 555 + 0x3d bytes	C++
 	EQ2WorldDebug.exe!PacketStruct::PacketStruct(PacketStruct * packet=0x02b22398, unsigned short in_client_version=939)  Line 283	C++
 	EQ2WorldDebug.exe!ConfigReader::getStruct(char * name=0x00af45f4, unsigned short version=939)  Line 76 + 0x2b bytes	C++
 	EQ2WorldDebug.exe!Item::PrepareItem(unsigned short version=939, bool merchant_item=false, bool loot_item=false)  Line 731 + 0x14 bytes	C++
 	EQ2WorldDebug.exe!Item::serialize(unsigned short version=939, bool show_name=false, Player * player=0x06fd4068, bool include_twice=true, unsigned short packet_type=0, unsigned char subtype=0, bool merchant_item=false, bool loot_item=false)  Line 799 + 0x15 bytes	C++
 	EQ2WorldDebug.exe!Player::SendBagUpdate(unsigned int bag_unique_id=23585, unsigned short version=939)  Line 534 + 0x1d bytes	C++
 	EQ2WorldDebug.exe!Commands::Process(unsigned int index=24, EQ2_16BitString * command_parms=0x096cfb94, Client * client=0x05813e60)  Line 756 + 0x1f bytes	C++
 	EQ2WorldDebug.exe!Client::HandlePacket(EQApplicationPacket * app=0x09cf4c68)  Line 895	C++
 	EQ2WorldDebug.exe!Client::Process(bool zone_process=true)  Line 1247 + 0xc bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::ClientProcess()  Line 1144 + 0xa bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::Process()  Line 655	C++
 	EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x06f63ad8)  Line 2467 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x06f646a8)  Line 277	C
 	kernel32.dll!77e64829() 	

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Post by John Adams » Sat Dec 06, 2008 8:01 pm

Also, all day today I have seen the server get into a state where it is not accepting connections (before tonights harvesting update). It just happened again, I can usually see it by many AuthAccess requests for the same account, and about 30 seconds later I got a dump:

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() 	
>	EQ2WorldDebug.exe!_Mtxlock(_RTL_CRITICAL_SECTION * _Mtx=0x00353f30)  Line 45	C
 	EQ2WorldDebug.exe!std::_Mutex::_Lock()  Line 24 + 0xb bytes	C++
 	EQ2WorldDebug.exe!std::basic_streambuf<char,std::char_traits<char> >::_Lock()  Line 175	C++
 	EQ2WorldDebug.exe!std::basic_ostream<char,std::char_traits<char> >::_Sentry_base::_Sentry_base(std::basic_ostream<char,std::char_traits<char> > & _Ostr={...})  Line 76	C++
 	EQ2WorldDebug.exe!std::basic_ostream<char,std::char_traits<char> >::sentry::sentry(std::basic_ostream<char,std::char_traits<char> > & _Ostr={...})  Line 93 + 0x37 bytes	C++
 	EQ2WorldDebug.exe!std::basic_ostream<char,std::char_traits<char> >::operator<<(unsigned int _Val=0)  Line 289 + 0xc bytes	C++
 	EQ2WorldDebug.exe!DumpPacketHex(const unsigned char * buf=0x09c4da50, unsigned int size=7, unsigned int cols=16, unsigned int skip=0)  Line 67 + 0x47 bytes	C++
 	EQ2WorldDebug.exe!DumpPacket(const EQApplicationPacket * app=0x07feddc0, bool iShowInfo=false)  Line 572 + 0x16 bytes	C++
 	EQ2WorldDebug.exe!Client::HandlePacket(EQApplicationPacket * app=0x07feddc0)  Line 893 + 0xb bytes	C++
 	EQ2WorldDebug.exe!Client::Process(bool zone_process=true)  Line 1247 + 0xc bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::ClientProcess()  Line 1144 + 0xa bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::Process()  Line 655	C++
 	EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x06f63ad8)  Line 2467 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x06f646a8)  Line 277	C
 	kernel32.dll!77e64829() 	
When at the char select screen, it shows the server online, but when you try to connect the LS tells you there was a problem. I'll try and grab a screenie of it if you need that.

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Post by LethalEncounter » Sat Dec 06, 2008 8:21 pm

Man this server is slow right now :/ Anyways, I'm not sure that I fixed these last two errors. I made a couple of changes that might affect it, but really there wasn't anything wrong with the previous code. The crash might have happened from a previous section's corrupt memory, but hopefully if it does happen again the callstack will pinpoint it.

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Post by John Adams » Sat Dec 06, 2008 9:09 pm

If you have checked in those fixes, I'll get them on the server. This is as of dev SVN 493.

Code: Select all

>	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<Spawn *,Client *,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,Client *> >,0> >::_Root()  Line 1231 + 0x3 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<Spawn *,Client *,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,Client *> >,0> >::_Lbound(Spawn * const & _Keyval=0x0bd162c8)  Line 1170 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<Spawn *,Client *,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,Client *> >,0> >::lower_bound(Spawn * const & _Keyval=0x0bd162c8)  Line 987 + 0x10 bytes	C++
 	EQ2WorldDebug.exe!std::map<Spawn *,Client *,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,Client *> > >::operator[](Spawn * const & _Keyval=0x0bd162c8)  Line 168 + 0x10 bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::GetClientBySpawn(Spawn * spawn=0x0bd162c8)  Line 1416 + 0x12 bytes	C++
 	EQ2WorldDebug.exe!EQ2Emu_lua_PlayFlavor(lua_State * state=0x083d17e8)  Line 54 + 0x13 bytes	C++
 	EQ2WorldDebug.exe!_luaD_precall()  + 0x19d bytes	C
 	EQ2WorldDebug.exe!_luaV_execute()  + 0xad8 bytes	C
 	EQ2WorldDebug.exe!_luaD_call()  + 0x43 bytes	C
 	EQ2WorldDebug.exe!_lua_call()  + 0x65 bytes	C
 	EQ2WorldDebug.exe!_luaD_rawrunprotected()  + 0x3a bytes	C
 	EQ2WorldDebug.exe!_luaD_pcall()  + 0x3e bytes	C
 	EQ2WorldDebug.exe!_lua_pcall()  + 0x53 bytes	C
 	EQ2WorldDebug.exe!LuaInterface::CallSpawnScript(lua_State * state=0x083d17e8, unsigned char num_parameters='')  Line 331 + 0x18 bytes	C++
 	EQ2WorldDebug.exe!LuaInterface::RunSpawnScript(char * script_name=0x083ea0c0, char * function_name=0x083ea13c, Spawn * npc=0x083e8780, Spawn * spawn=0x0bd162c8, char * message=0x00000000)  Line 680 + 0x13 bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::CallSpawnScript(Spawn * npc=0x083e8780, unsigned char type='', Spawn * spawn=0x0bd162c8, char * message=0x083ea13c)  Line 1016	C++
 	EQ2WorldDebug.exe!ZoneServer::CheckPlayerProximity(Spawn * spawn=0x083e8780, Client * client=0x0bbf8ec8)  Line 2298 + 0x23 bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::CheckSpawnRange(bool initial_login=false)  Line 491	C++
 	EQ2WorldDebug.exe!ZoneServer::Process()  Line 650	C++
 	EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x06f63b78)  Line 2467 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x06f647e8)  Line 277	C
 	kernel32.dll!77e64829() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	

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Post by John Adams » Tue Dec 09, 2008 7:43 pm

After fixing my spell name to match the action in the new "burn tent" toys, the server is crashing with a new kind of exception. While hooked into debug, first the EXE throws a local assertion error:
burn_tent.jpg
When I retry to debug, I get this call stack:

Code: Select all

>	EQ2WorldDebug.exe!std::_Vector_const_iterator<SpawnScriptTimer *,std::allocator<SpawnScriptTimer *> >::operator++()  Line 117 + 0x29 bytes	C++
 	EQ2WorldDebug.exe!std::_Vector_iterator<SpawnScriptTimer *,std::allocator<SpawnScriptTimer *> >::operator++()  Line 337	C++
 	EQ2WorldDebug.exe!std::_Vector_iterator<SpawnScriptTimer *,std::allocator<SpawnScriptTimer *> >::operator++(int __formal=0)  Line 344	C++
 	EQ2WorldDebug.exe!ZoneServer::CheckSpawnScriptTimers()  Line 1765 + 0x5c bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::Process()  Line 653	C++
 	EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x06f32b80)  Line 2504 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x06f33750)  Line 277	C
 	kernel32.dll!77e64829() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
I probably still have something configured wrong, but until I figure out what it is, I am disabling this new functionality and will test on my dev server. I don't want Tess getting hung up on stupid debug boxes =)
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Post by LethalEncounter » Wed Dec 10, 2008 4:08 pm

I checked in a revision with Scatman's LUA function merged in as well as a couple of minor changes. Could you see if it still crashes. It probably will as nothing I changed should cause a crash but I need to determine the location is crashes after these changes.

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Post by John Adams » Wed Dec 10, 2008 4:25 pm

Sure thing. I know we've been playing with a few new things ourselves, so hopefully that isn't causing any issues. The good news is, unless we're trying to crash things intentionally, the server feels very stable again. 12 hours with no crashes and players casting, running, attacking and being 'players' is a great sign. =)
Thanks for all your patience through these crashy bugs.

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Re: Crashes / Disconnects

Post by John Adams » Sat Jan 03, 2009 10:45 am

My world has been crashing at least 3-4 times a day for weeks, I have just been too busy with holidays to keep up with it. I will try this weekend to post the call stacks of current crashes, because now they are more frequent again. Let me know if these are helpful.

Code: Select all

>	EQ2WorldDebug.exe!strlen(unsigned char * buf=0x00000000)  Line 69	Asm
 	EQ2WorldDebug.exe!PacketStruct::setData<char const >(DataStruct * data_struct=0x15162da8, const char * data=0xfdfdfdfd, unsigned short index=0)  Line 310 + 0x31 bytes	C++
 	EQ2WorldDebug.exe!PacketStruct::setSubstructArrayDataByName<char const *>(char * substruct_name=0x00b1ff00, char * name=0x00b02fd4, const char * data=0xfdfdfdfd, unsigned short index=0, unsigned short substruct_index=263)  Line 167	C++
 	EQ2WorldDebug.exe!PlayerItemList::serialize(unsigned short version=942)  Line 1259	C++
 	EQ2WorldDebug.exe!Player::SendInventoryUpdate(unsigned short version=942)  Line 689	C++
 	EQ2WorldDebug.exe!Client::AddItem(Item * item=0x14e89068)  Line 2624 + 0x17 bytes	C++
 	EQ2WorldDebug.exe!Client::AddItem(unsigned int item_id=43067)  Line 2612 + 0xc bytes	C++
 	EQ2WorldDebug.exe!Commands::Process(unsigned int index=25, EQ2_16BitString * command_parms=0x21b1fb94, Client * client=0x13f809d0)  Line 673	C++
 	EQ2WorldDebug.exe!Client::HandlePacket(EQApplicationPacket * app=0x14e51af0)  Line 906	C++
 	EQ2WorldDebug.exe!Client::Process(bool zone_process=true)  Line 1261 + 0xc bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::ClientProcess()  Line 1207 + 0xa bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::Process()  Line 658	C++
 	EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x13929b68)  Line 2601 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x1391a9a0)  Line 277	C
 	kernel32.dll!77e64829() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
Player was online summoning, equipping, and destroying Items.

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Re: Crashes / Disconnects

Post by John Adams » Fri Jan 09, 2009 11:15 pm

Got another crash. Been crashing steadily the more busy the server gets. This weekend, I will attempt to trace out all unique crash incidents to see if it helps you find the buggers.

Call Stack:

Code: Select all

>	EQ2WorldDebug.exe!Spawn::GetID()  Line 463 + 0x3 bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::SendSpawnChanges(Spawn * spawn=0x14aa1ea0, Client * client=0x13e87578, bool override_changes=true)  Line 743 + 0xe bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::SendSpawnChanges(unsigned int spawn_id=2780089, Client * client=0x13e87578, bool override_changes=true)  Line 740	C++
 	EQ2WorldDebug.exe!Client::RemovePlayerQuest(unsigned int id=53, bool send_update=true, bool delete_quest=true)  Line 2307	C++
 	EQ2WorldDebug.exe!Commands::Process(unsigned int index=78, EQ2_16BitString * command_parms=0x219ffb8c, Client * client=0x13e87578)  Line 1213	C++
 	EQ2WorldDebug.exe!Client::HandlePacket(EQApplicationPacket * app=0x19df8f68)  Line 927	C++
 	EQ2WorldDebug.exe!Client::Process(bool zone_process=true)  Line 1282 + 0xc bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::ClientProcess()  Line 1210 + 0xa bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::Process()  Line 661	C++
 	EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x13e771c8)  Line 2634 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x13e41028)  Line 277	C
 	kernel32.dll!77e64829() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
Console:

Code: Select all

Unhandled command:
clearallqueuedabilities*** Duplicate packet: Expecting Seq=
32040, but got Seq=: 320125
00
01 *** Duplicate packet: Expecting Seq=00 320430 , but got Seq=  3202

   *** Duplicate packet: Expecting Seq=   3204   , but got Seq=   3203

   *** Duplicate packet: Expecting Seq=   356   , but got Seq= | 355%...0

   0
: *** Duplicate packet: Expecting Seq=CE 35601 , but got Seq=00 35500

                                     | ....
Unhandled command: clearallqueuedabilities
   0: 01 00 08 00 72 65 6D 6F - 76 65 20 31              | ....remove 1
   0: CE 01 00 00                                        | ....
Unhandled command: clearallqueuedabilities
   0: 25 00 01 00 30                                     | %...0
OP_ChangeZoneMsg Received 0x0048
   0: BE B9 29 C9 8C BD A6 B2 - 5E 42 EC AD E2           | ..).....^B...
   0: 4E 00 04 00 35 33 20 30                            | N...53 0
I don't know what Scat or Bion were doing at this time.

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Re: Crashes / Disconnects

Post by Scatman » Fri Jan 09, 2009 11:24 pm

Reloading spawn scripts and hailing a NPC. Was also running around at /speed 200 around the time of the crash but not exactly sure when the crash occurred.

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Re: Crashes / Disconnects

Post by John Adams » Sat Jan 10, 2009 12:08 am

Here's another. I was zoning from Circle of Elders back to Outpost of the Overlord, which a long time ago used to crash me but hasn't for some time. Also, Scat mentioned the 3rd time now that someone running at excess speed has been the symptom just before a crash. Maybe we're getting too populated for that to work anymore.

Code: Select all

 	EQ2WorldDebug.exe!cmpDWORD(const void * lhs=0x00000000, const void * rhs=0x152fbe40)  + 0x18 bytes	C
 	EQ2WorldDebug.exe!unaligned_memcmp(const unsigned char * bLHS=0x00000013, const unsigned char * bRHS=0x152fbe53, unsigned int siz=19)  + 0x586 bytes	C
 	EQ2WorldDebug.exe!memcmp(const void * lhs=0x00000000, const void * rhs=0x152fbe40, unsigned int siz=19)  + 0x19a bytes	C
>	EQ2WorldDebug.exe!std::char_traits<char>::compare(const char * _First1=0x00000000, const char * _First2=0x152fbe40, unsigned int _Count=19)  Line 436 + 0x11 bytes	C++
 	EQ2WorldDebug.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::compare(unsigned int _Off=0, unsigned int _N0=19, const char * _Ptr=0x152fbe40, unsigned int _Count=31)  Line 1930 + 0x2f bytes	C++
 	EQ2WorldDebug.exe!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::compare(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Right="position_pos_collision_radius_0")  Line 1891	C++
 	EQ2WorldDebug.exe!std::operator<<char,std::char_traits<char>,std::allocator<char> >(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Left=<Bad Ptr>, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Right="position_pos_collision_radius_0")  Line 135 + 0xc bytes	C++
 	EQ2WorldDebug.exe!std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >::operator()(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Left=<Bad Ptr>, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Right="position_pos_collision_radius_0")  Line 143 + 0xd bytes	C++
 	EQ2WorldDebug.exe!std::_Debug_lt_pred<std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::basic_string<char,std::char_traits<char>,std::allocator<char> > >(std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > > _Pred={...}, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Left=<Bad Ptr>, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Right="position_pos_collision_radius_0", const wchar_t * _Where=0x00b02658, unsigned int _Line=1174)  Line 290 + 0x10 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,DataStruct *,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 ,DataStruct *> >,0> >::_Lbound(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Keyval="position_pos_collision_radius_0")  Line 1174 + 0x27 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,DataStruct *,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 ,DataStruct *> >,0> >::lower_bound(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Keyval="position_pos_collision_radius_0")  Line 992 + 0x10 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,DataStruct *,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 ,DataStruct *> >,0> >::equal_range(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Keyval="position_pos_collision_radius_0")  Line 1012 + 0x34 bytes	C++
 	EQ2WorldDebug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,DataStruct *,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 ,DataStruct *> >,0> >::count(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Keyval="position_pos_collision_radius_0")  Line 979 + 0x10 bytes	C++
 	EQ2WorldDebug.exe!PacketStruct::findStruct(char * name=0x152fbe90, unsigned short index1=0, unsigned short index2=0)  Line 764 + 0x3d bytes	C++
 	EQ2WorldDebug.exe!PacketStruct::findStruct(char * name=0x152fbe90, unsigned short index=0)  Line 759	C++
 	EQ2WorldDebug.exe!PacketStruct::getType_int16_ByName(char * name=0x152fbe90, unsigned short index=0, bool force=false)  Line 1465 + 0x11 bytes	C++
 	EQ2WorldDebug.exe!PacketStruct::LoadFromPacketStruct(PacketStruct * packet=0x1beadc48, char * substruct_name=0x00000000)  Line 1937 + 0x1d bytes	C++
 	EQ2WorldDebug.exe!Spawn::spawn_serialize(Spawn * spawn=0x14fad410, unsigned short version=942, PacketStruct * packet=0x1beadc48)  Line 127	C++
 	EQ2WorldDebug.exe!NPC::serialize(Spawn * player=0x14fad410, unsigned short version=942)  Line 42	C++
 	EQ2WorldDebug.exe!ZoneServer::CustomizeSpawn(Spawn * spawn=0x07fc5c60, Client * client=0x14fad088)  Line 1317 + 0x1f bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::CheckSendSpawnToClient()  Line 540	C++
 	EQ2WorldDebug.exe!ZoneServer::SendZoneSpawns(Client * client=0x14fad088)  Line 2345	C++
 	EQ2WorldDebug.exe!Client::SendZoneSpawns()  Line 443	C++
 	EQ2WorldDebug.exe!Client::HandlePacket(EQApplicationPacket * app=0x13e613b0)  Line 744	C++
 	EQ2WorldDebug.exe!Client::Process(bool zone_process=true)  Line 1282 + 0xc bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::ClientProcess()  Line 1210 + 0xa bytes	C++
 	EQ2WorldDebug.exe!ZoneServer::Process()  Line 661	C++
 	EQ2WorldDebug.exe!ZoneLoop(void * tmp=0x07c49028)  Line 2634 + 0x8 bytes	C++
 	EQ2WorldDebug.exe!_callthreadstart()  Line 293 + 0xf bytes	C
 	EQ2WorldDebug.exe!_threadstart(void * ptd=0x07c99120)  Line 277	C
 	kernel32.dll!77e64829() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	

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