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farce
12-23-2003, 07:54 AM
5.3-DR2 with 53-alpha2 database:

zone crashes with SIGSEGV everytime a player dies. confirmed on win32 and linux.

happens when drowning, falling, and combat.

here's a backtrace from falling death:


Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 1076777248 (LWP 14315)]
0x0807f735 in EntityList::MobProcess() (this=0x8175e80) at entity.cpp:258
258 if(!iterator.GetData()->Process()){
(gdb) bt
#0 0x0807f735 in EntityList::MobProcess() (this=0x8175e80) at entity.cpp:258
#1 0x080b188c in main (argc=5, argv=0x5f) at net.cpp:343
#2 0x420156a4 in __libc_start_main () from /lib/tls/libc.so.6


I've been trying to find the error, but havn't been too successful.. it's been a while since I worked with the emu code.

farce

farce
12-26-2003, 10:16 AM
Bigpull found the offending code.

in Client::Death() in attack.cpp replace line 1148 "entity_list.RemoveMob(GetID());" with entity_list.RemoveClient(GetID());

Shawn319
12-31-2003, 11:14 PM
Gee i sure wish someone would have told US rofl.. i'v just spent the last 2 days trying to debug this. we found the erronius code late last night.

Bearik
12-31-2003, 11:26 PM
I noticed removing a mob with #npcspawn remove gives the zoneserver the same crash. Really annoying when you have to delete everything through front -_-

Now that I think of it though this might have only happened with mobs I created.