Reload Spawns and Repop

Old bugs stored here for reference.
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Scatman
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Reload Spawns and Repop

Post by Scatman » Thu May 14, 2009 11:51 pm

Is anyone else having trouble using /reload spawns and /repop? Whenever I use either, it locks the zone up. Using /repop will successfully repop the zone, but the zone locks up right after. /reload spawns will spit out "Depoping zone...", depops it, then before the repop can occur, the zone locks up.

The weird part is that I did a /reload spawns and /repop on Tess-Dev and it worked just fine. I also tried whipping my database, and it still locks.

/reload spawns give me this deadlock warning:

Code: Select all

[Status] Loaded 0 NPC(s).
[Status] Loaded 0 Object(s).
[Status] Loaded 0 GroundSpawn(s).
[Status] Loaded 0 Widget(s).
[Status] Loaded 0 Sign(s).
[Status] Loading ground spawn items..
[Status] Loading loot data..
[Status]        Loaded 0 loot tables.
[Status]        Loaded 0 loot drops.
[Status]        Loaded 0 spawn loot lists.
[Status] Loading Transporter Information..
[Status]        Loaded 0 Teleporter(s)
Possible deadlock attempt by 'ZoneServer::MMasterZoneLock'!

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Zcoretri
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Re: Reload Spawns and Repop

Post by Zcoretri » Fri May 15, 2009 8:38 am

Have not tried this as I have not been able to run my World. I have some time this weekend and I will try to confirm if those commands are locking up the zone.

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John Adams
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Re: Reload Spawns and Repop

Post by John Adams » Sat May 23, 2009 3:46 pm

In the last week, /reload spawns has taken a leave of absence for me. Rarely ever works after moving around, and especially after zoning at least once.

If I first drop into the world and do a /reload spawns, it works fine. It's iffy afterwards if it'll ever work again.

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