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NT Crash Thread

Closed Server Bugs

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Moldew
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Re: NT Crash Thread
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Post by Moldew » Sun Jun 28, 2015 9:59 am

WOO HOO!!! That was me!!!

I still got it...
Haiku is easy -
But sometimes it makes no sense.
Refridgerator.
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Volt
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Re: NT Crash Thread
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Post by Volt » Sun Jun 28, 2015 10:45 am

Thanks for calling out Moldew .

Do you have any additional observations? Did you /exit out or did you get kicked? Did you experience lag? Thanks.
"Gaze in amazement adventurer"
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Odinzz
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Location: Dirty Jersey
Re: NT Crash Thread
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Post by Odinzz » Sun Jun 28, 2015 11:12 am

[quote="Moldew"]WOO HOO!!! That was me!!!

I still got it...[/quote]

I have NO idea why this was so funny to me.. im sitting here five minutes later and still cackling like an idiot.
The Platinum Order
Alliance of the Griffon
Brains and Brawn
Odinzz 55 Palladin
Psychosiss 54 Cleric ( So Close !)
Femic 55 Sorc
Dorinas 55 Blood Mage
And a mess load of alts!
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Moldew
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Re: NT Crash Thread
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Post by Moldew » Sun Jun 28, 2015 11:45 am

hehe Odinzz, glad to amuse...

I was trying to log in to another account, see this as well, I think that was around the same time - viewtopic.php?f=24&t=1482
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John Adams
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Re: NT Crash Thread
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Post by John Adams » Sun Jun 28, 2015 12:52 pm

FYI, NT keeps crashing in the Heartbeat area and players are reporting intense amounts of latency so as a test, I have turned off the new Movement/Aggro code just to get feedback. If players still see 16000ms pings, we need to know.
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Volt
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Re: NT Crash Thread
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Post by Volt » Sun Jun 28, 2015 7:59 pm

The aggro by range code is not ready for production, it was only available to enable for testing purposes. Also the NPCM code does not yet handle players leaving while being on an NPCs hate list. So yes, disabling that for anything but dev test servers is the way to go for now.

I might have limited time the coming week but I will catch up when I can.
"Gaze in amazement adventurer"
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John Adams
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Re: NT Crash Thread
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Post by John Adams » Sun Jun 28, 2015 8:53 pm

Okay Volt, you did mention that but naturally I wanted to try it I will leave it off on NT and only on Targonor for now, so Moldew can log in and sit on top of an angry Gataro Podling for 16 hours straight.
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Moldew
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Re: NT Crash Thread
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Post by Moldew » Sun Jun 28, 2015 9:56 pm

I was stress testing...
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But sometimes it makes no sense.
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Xinux
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Re: NT Crash Thread
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Post by Xinux » Thu Jul 09, 2015 1:04 pm

First time seeing this one.

Code: Select all

12:42:02.105 E Thread   Could not start thread Chunk Process: Not enough space
12:42:02.121 E Thread   Could not start thread Chunk Packet Thread: Not enough space
12:42:02.152 E Thread   Could not start thread Combat Process: Not enough space
12:42:02.199 E Thread   Could not start thread Animations Process: Not enough space
12:42:02.215 E Thread   Could not start thread UDP Server Reader: Not enough space
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John Adams
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Re: NT Crash Thread
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Post by John Adams » Sun Jul 12, 2015 8:38 am

Oddly, I see an assertion failure, but the world appears to be running still. Once the player is done exploring, I will break it and get the full details. Rev 1336, New Telon. Pre-combat code.
assert.jpg
After the player logged off, and a new one started coming in, I got this disturbing message (mysql?)
[quote]08:57:39.924 I UDP New client connected from 73.128.89.14:63762
08:57:39.924 I UDP Received session request from 73.128.89.14:63762 with connection ID 90041222
08:57:40.002 I Chunk Chunk shutdown cancelled for Isle of Dawn.
Assertion failed: !check_buffer || (vio_pending(net->vio) <= 1), file ..\..\mysql-connector-c-6.1.1-src\sql\net_serv.cc, line 197
08:57:51.491 D Mover Loaded 9317 Movers.[/quote]

Along with this:
assert2.jpg
assert2.jpg (20.39 KiB) Viewed 4607 times
Stack (for the latest assertion, perhaps?)

Code: Select all

>	WorldServer.exe!_NMSG_WRITE(int rterrnum) Line 226	C
 	WorldServer.exe!abort() Line 62	C
 	WorldServer.exe!_wassert(const wchar_t * expr, const wchar_t * filename, unsigned int lineno) Line 155	C
 	WorldServer.exe!_net_clear()	Unknown
 	WorldServer.exe!_cli_advanced_command()	Unknown
 	WorldServer.exe!_mysql_ping@4()	Unknown
 	WorldServer.exe!Database::PingDatabase() Line 243	C++
 	WorldServer.exe!WorldDatabase::PingDatabase() Line 114	C++
 	WorldServer.exe!Net::Process() Line 149	C++
 	WorldServer.exe!main(int argc, char * * argv) Line 240	C++
 	WorldServer.exe!__tmainCRTStartup() Line 241	C
 	WorldServer.exe!mainCRTStartup() Line 164	C
 	kernel32.dll!76d9338a()	Unknown
 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
 	ntdll.dll!77659f72()	Unknown
 	ntdll.dll!77659f45()	Unknown
I am growing more concerned with these MySQL issues solely with VGOEmu, when none of my other emulators have a problem using the same MySQL server. Something is really wrong here, so someone please take a look into our MySQL implementation (by "look into", I do not mean suggest a different database engine)
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