Another EQ2TC Crash

Old bugs stored here for reference.
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John Adams
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Another EQ2TC Crash

Post by John Adams » Sat Jul 07, 2012 1:34 pm

Not sure why everything is causing this thing to crash lately. I don't think anything we've changed this year has caused this, but man... the crashes are daily. Here's the latest - in Player::AddSpawnPosPacketForXOR() ???

Code: Select all

 	EQ2World__Debug.exe!std::_Tree<std::_Tmap_traits<unsigned int,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >,0> >::_Lbound(const unsigned int & _Keyval)  Line 1745 + 0xc bytes	C++
 	EQ2World__Debug.exe!std::_Tree<std::_Tmap_traits<unsigned int,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >,0> >::lower_bound(const unsigned int & _Keyval)  Line 1450 + 0x10 bytes	C++
 	EQ2World__Debug.exe!std::map<unsigned int,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::less<unsigned int>,std::allocator<std::pair<unsigned int const ,std::basic_string<char,std::char_traits<char>,std::allocator<char> > > > >::operator[](const unsigned int & _Keyval)  Line 211 + 0x10 bytes	C++
 	EQ2World__Debug.exe!Player::AddSpawnPosPacketForXOR(unsigned int spawn_id, unsigned char * packet, unsigned short packet_size)  Line 2028 + 0x37 bytes	C++
 	EQ2World__Debug.exe!Spawn::spawn_serialize(Spawn * spawn, unsigned short version)  Line 258	C++
 	EQ2World__Debug.exe!Object::serialize(Spawn * player, unsigned short version)  Line 47	C++
 	EQ2World__Debug.exe!ZoneServer::CustomizeSpawn(Spawn * spawn, Client * client)  Line 2170 + 0x24 bytes	C++
>	EQ2World__Debug.exe!ZoneServer::CheckSendSpawnToClient(Client * client, bool initial_login)  Line 822	C++
 	EQ2World__Debug.exe!ZoneServer::SendZoneSpawns(Client * client)  Line 3380	C++
 	EQ2World__Debug.exe!SendInitialSpawns(void * tmp)  Line 4218	C++
 	EQ2World__Debug.exe!_callthreadstart()  Line 259 + 0xf bytes	C
 	EQ2World__Debug.exe!_threadstart(void * ptd)  Line 243	C
 	kernel32.dll!77e6482f() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
Appears to have happened after a player crashed out.
19:29:37 D Client: SendLoginInfo to new client...
19:29:37 D World: Increment Server_Accepted_Connection + 1
19:29:37 D Client: Populate Skill Map...
19:29:37 D Client: Toggle Character Online...
19:29:37 D Player: Toggling Character ONLINE!
19:29:37 D Client: Loading Character Skills for player 'Harmtouch'...
19:29:37 D World: Loading Titles for player 'Harmtouch'...
19:29:37 D World: Loading Languages for player 'Harmtouch'...
19:29:37 D Client: No character languages loaded!
19:29:37 D Client: No character recipe books found!
19:29:37 D World: Send MOTD...
19:29:37 D World: Sending FriendList...
19:29:37 D Player: Loading Player Factions...
19:29:37 D Player: Loading Character Quests...
19:29:37 D Player: Loading Player Mail...
19:29:37 D Client: Send Quest Journal...
19:29:37 D Client: Loading Faction Updates...
19:29:37 D Client: Send Command List...
19:29:37 D Client: Send Language Updates...
19:29:37 D Player: Getting current language for player 'Harmtouch'...
19:29:37 D Player: Language ID: 0
19:29:37 D Client: SendFriendList
19:29:37 D Client: SendIgnoreList
19:31:45 D Net: AddAuth: 5422 Key: 1341628305
19:31:46 D World: Timeout up!, state=

19:31:48 I Zone: Scheduling client 'Harmtouch' for removal.
19:31:48 D Player: Toggling Character OFFLINE!
19:31:48 I Player: Player 'Harmtouch (151) data saved.
This crash actually took World offline, so it's not like the other hangup issues. Unsure, but it looks like the items in RED are the player trying to log in, failing, then hitting the world again before being completely disconnected from a previous attempt(?)

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