World Crash

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John Adams
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World Crash

Post by John Adams » Thu Nov 21, 2013 10:17 pm

Just standing in zone, did a /reload luasystem. Did it a few times previously between world restarts without issue, but this time the world crashed.

Stack
> EQ2World__Debug.exe!std::_Tree<std::_Tmap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,Skill *,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 ,Skill *> >,0> >::begin() Line 1211 C++
EQ2World__Debug.exe!Mutex::readlock(const char * function, unsigned int line) Line 192 C++
EQ2World__Debug.exe!LuaInterface::GetSpawnScript(const char * name, bool create_new, bool use) Line 1265 C++
EQ2World__Debug.exe!LuaInterface::RunSpawnScript(std::basic_string<char,std::char_traits<char>,std::allocator<char> > script_name, const char * function_name, Spawn * npc, Spawn * spawn, const char * message) Line 1352 C++
EQ2World__Debug.exe!ZoneServer::CallSpawnScript(Spawn * npc, unsigned char type, Spawn * spawn, const char * message) Line 2151 C++
EQ2World__Debug.exe!Brain::ProcessMelee(Entity * target, float distance) Line 310 C++
EQ2World__Debug.exe!Brain::Think() Line 113 C++
EQ2World__Debug.exe!NPC::ProcessCombat() Line 888 C++
EQ2World__Debug.exe!ZoneServer::CombatProcess() Line 992 C++
EQ2World__Debug.exe!ZoneServer::SpawnProcess() Line 1044 C++
EQ2World__Debug.exe!SpawnLoop(void * tmp) Line 5202 C++
EQ2World__Debug.exe!_callthreadstart() Line 255 C
EQ2World__Debug.exe!_threadstart(void * ptd) Line 239 C
kernel32.dll!@BaseThreadInitThunk@12() Unknown
ntdll.dll!___RtlUserThreadStart@8() Unknown
ntdll.dll!__RtlUserThreadStart@8() Unknown
I see some Brain in there, so I am not sure if my /reload luasystem collided with someone getting their ass beat somewhere.

Jabantiz
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Posts: 2912
Joined: Wed Jul 25, 2007 2:52 pm
Location: California

Re: World Crash

Post by Jabantiz » Thu Nov 21, 2013 10:54 pm

Looks like a spawn script was trying to be called while the system was reloading, thought this was fixed once already...

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