World crash, IsPrivateSpawn?
Posted: Fri Mar 08, 2013 5:00 pm
I was sitting here glazed-eyes watching EQ2TC's console scroll by, and saw a crash happen right in front of me
A player was online doing their thing when this crash happened -
If this is a known crash that was recently fixed, ignore this (but let me know regardless) as I have yet to apply new code. Doing that now, and restarting Test Center.
Code: Select all
EQ2World.exe!std::_Tree<std::_Tmap_traits<Spawn *,unsigned short,std::less<Spawn *>,std::allocator<std::pair<Spawn * const,unsigned short> >,0> >::_Eqrange(Spawn * const & _Keyval) Line 1541 + 0x3 bytes C++
EQ2World.exe!Spawn::AllowedAccess(Spawn * spawn) Line 646 + 0x19 bytes C++
> EQ2World.exe!Player::ShouldSendSpawn(Spawn * spawn) Line 2930 + 0x63 bytes C++
EQ2World.exe!ZoneServer::CheckSendSpawnToClient(Client * client, bool initial_login) Line 894 + 0x17 bytes C++
EQ2World.exe!ZoneServer::SendZoneSpawns(Client * client) Line 3704 C++
EQ2World.exe!SendInitialSpawns(void * tmp) Line 4647 C++
EQ2World.exe!_callthreadstart() Line 259 + 0x6 bytes C
EQ2World.exe!_threadstart(void * ptd) Line 241 + 0x5 bytes C
kernel32.dll!77e6481f()
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
Code: Select all
bool Player::ShouldSendSpawn(Spawn* spawn){
if((WasSentSpawn(spawn->GetID()) == false || NeedsSpawnResent(spawn)) && (!spawn->IsPrivateSpawn() || spawn->AllowedAccess(this)))
return true;
return false;
}