World hung, no comms
Posted: Sun Dec 01, 2013 12:42 pm
Looks like our old friend the "I will not crash, but I also won't let anyone in" bug is back. Alfa reported the server hung, so I went to investigate. I see nothing in the console that appears at fault, but there are 5 clients (not really) and 1 zone (also not really) connected. I clicked the Pause button on VS2010, but not sure how revealing this stack will be:
ntdll.dll!_KiFastSystemCallRet@0()
ntdll.dll!_NtDelayExecution@8() + 0xc bytes
kernel32.dll!_SleepEx@8() + 0x4d bytes
kernel32.dll!_Sleep@4() + 0xf bytes
> EQ2World.exe!MutexMap<unsigned int,Spawn *>::count(unsigned int key, bool include_pending) Line 95 + 0x4 bytes C++
EQ2World.exe!Brain::GetMostHated() Line 212 + 0x17 bytes C++
EQ2World.exe!Brain::Think() Line 58 C++
EQ2World.exe!Mutex::releasewritelock(const char * function, unsigned int line) Line 237 + 0x50 bytes C++
EQ2World.exe!NPC::ProcessCombat() Line 890 C++
EQ2World.exe!ZoneServer::CombatProcess() Line 990 C++
EQ2World.exe!ZoneServer::SpawnProcess() Line 1045 C++
EQ2World.exe!SpawnLoop(void * tmp) Line 5239 + 0x9 bytes C++
EQ2World.exe!_callthreadstart() Line 259 + 0x6 bytes C
EQ2World.exe!_threadstart(void * ptd) Line 241 + 0x5 bytes C
kernel32.dll!_BaseThreadStart@8() + 0x34 bytes