View Full Version : /who all Crashes Zone
krich
10-02-2003, 02:15 PM
Has anyone encountered a situation where doing a /who all will crash every zone that has players in it except the one that the person that did the /who all is in (unless there are people there).
I added some code to prevent this from happening, but I haven't had time to look into fixing the cause. I'll share the code I added to prevent this as soon as I am back at my normal computer.
Could this be just a Linux thing?
Regards,
krich
Merth
10-02-2003, 02:27 PM
Yeah, it was a bug in the code. The next version to be pushed out to CVS will fix it.
Here's the code changed in worldserver.cpp if you want to copy (looks like you already caught it though):
case 0x2010:{
if(!ZoneLoaded)
break;
WhoAllReturnStruct* wars= (WhoAllReturnStruct*)pack->pBuffer;
if (wars && wars->id!=0 && wars->id<0xFFFFFFFF){
Client* client = entity_list.GetClientByID(wars->id);
if (client) {
APPLAYER* outapp = new APPLAYER(0x0212, pack->size);
memcpy(outapp->pBuffer, pack->pBuffer, pack->size);
client->QueuePacket(outapp);
}
else {
LogFile->write(EQEMuLog::Debug, "Error: WhoAllReturnStruct did not point to a valid client! "
"id=%i, playerineqstring=%i, playersinzonestring=%i. Dumping WhoAllReturnStruct:",
wars->id, wars->playerineqstring, wars->playersinzonestring);
DumpPacket(pack);
}
}
else
LogFile->write(EQEMuLog::Error, "WhoAllReturnStruct: Could not get return struct!");
break;
}
This is just a sanity check type fix because I don't know this area of code. The problem still exists, but at least it won't crash the code anymore.
krich
10-02-2003, 02:42 PM
Yep, did almost exactly the same thing except my error message wasn't as sexy as yours. :shock:
Thanks Merth,
krich
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