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World Crash

Posted: Tue Jan 24, 2012 10:21 pm
by Zcoretri
Scat, my server finally threw an exception...looks different then the ones before though...

Code: Select all

 	ntdll.dll!_RtlpBreakPointHeap@4()  + 0x23 bytes	
 	ntdll.dll!_RtlpValidateHeapEntry@12()  + 0x30eb3 bytes	
 	ntdll.dll!_RtlValidateHeap@12()  + 0x7a bytes	
 	KernelBase.dll!_HeapValidate@12()  + 0x14 bytes	
>	EQ2World__Debug.exe!_CrtIsValidHeapPointer(const void * pUserData=0x34ce4108)  Line 2036	C++
 	EQ2World__Debug.exe!_free_dbg_nolock(void * pUserData=0x34ce4108, int nBlockUse=1)  Line 1322 + 0x9 bytes	C++
 	EQ2World__Debug.exe!_free_dbg(void * pUserData=0x34ce4108, int nBlockUse=1)  Line 1265 + 0xd bytes	C++
 	EQ2World__Debug.exe!operator delete(void * pUserData=0x34ce4108)  Line 54 + 0x10 bytes	C++
 	EQ2World__Debug.exe!operator delete[](void * p=0x34ce4108)  Line 21 + 0x9 bytes	C++
 	EQ2World__Debug.exe!Player::~Player()  Line 106 + 0x21 bytes	C++
 	EQ2World__Debug.exe!Player::`scalar deleting destructor'()  + 0x16 bytes	C++
 	EQ2World__Debug.exe!Client::~Client()  Line 189 + 0x34 bytes	C++
 	EQ2World__Debug.exe!Client::`scalar deleting destructor'()  + 0x16 bytes	C++
 	EQ2World__Debug.exe!IsPointer<Client *>::Delete(Client * key=0x2cdb6788)  Line 101 + 0x1c bytes	C++
 	EQ2World__Debug.exe!HandleDeletes<Client *>::CheckDeletes(bool force=false)  Line 183 + 0x10 bytes	C++
 	EQ2World__Debug.exe!MutexList<Client *>::update(bool force=false)  Line 262	C++
 	EQ2World__Debug.exe!MutexList<Client *>::size(bool include_pending=true)  Line 133	C++
 	EQ2World__Debug.exe!ZoneServer::ClientProcess()  Line 1912 + 0x10 bytes	C++
 	EQ2World__Debug.exe!ZoneServer::Process()  Line 896	C++
 	EQ2World__Debug.exe!ZoneLoop(void * tmp=0x2ccda9e0)  Line 4019 + 0x8 bytes	C++
 	EQ2World__Debug.exe!_callthreadstart()  Line 259 + 0xf bytes	C
 	EQ2World__Debug.exe!_threadstart(void * ptd=0x2cce2c18)  Line 243	C
 	kernel32.dll!@BaseThreadInitThunk@12()  + 0x12 bytes	
 	ntdll.dll!___RtlUserThreadStart@8()  + 0x27 bytes	
 	ntdll.dll!__RtlUserThreadStart@8()  + 0x1b bytes	

Re: World Crash

Posted: Tue Jan 24, 2012 10:52 pm
by Scatman
Sweet ill look through the code tomorrow. Were you doing anything when it crashed?

Re: World Crash

Posted: Tue Jan 24, 2012 11:20 pm
by Zcoretri
It crashed a few seconds after I logged out of world. All I did was log in, then log out.

Re: World Crash

Posted: Wed Jan 25, 2012 6:45 am
by John Adams
You tried crashing the code using an actual DB Patched database? Because mine does not crash like this, ever.

You never should have told me you didn't patch using our auto-patcher. Now every single thing that goes wrong, I will blame on that, first ;) Although I will agree, the code should *never* crash, even if someone's database is a non-conformist hack job :mrgreen:

Re: World Crash

Posted: Thu Jan 26, 2012 5:09 pm
by Scatman
I've committed a possible fix for this. Please let me know if it happens again.