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  #1  
Old 07-22-2010, 01:57 PM
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Tabasco
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Default Ubuntu 64 bit zone crash issue

I started messing around with my own emu server a few months ago on my home linux router. It's a humble 32 bit system running ubuntu 10.04 LTS.
Getting started was pretty easy and it was working well, but then people actually started playing once in a while so I had to move it in a hurry to some better bandwidth. The new machine was also a humble 32 bit unit with the same OS. Everything went fine.

Now I'm trying to improve hosting once again by setting it up on a beefy multi-core 64 bit machine (Same OS, just 64 bit).
I had to edit some makefiles for it to build and then I started it up. Everything looks fine, but when you choose a character and try to enter a zone, the zone crashes and you get kicked to login. I updated to the latest svn and rebuilt with identical results.
In my eqemu_debug_zone.log file I see where the NET__IDENT_TRACE block is several pages long, trying over and over to match the client opcode where before it only tried each .conf file once.
The log ends with NET__IDENTIFY finally picking up the correct signature, then WORLD__CLIENT New client, and so forth. It crashes silently at that point and launches a new dynamic zone process.

Any ideas?
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  #2  
Old 07-22-2010, 04:00 PM
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Tabasco
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Apparently Titanium clients can get in just fine. This is happening with SoF clients. I don't have SoD to test with.

In the world debug when the zone dies I see this:

Quote:
[Debug] [LAUNCHER__STATUS] Zone dynamic_19 has gone down. Restart timer started.
[Debug] [WORLD__ZONELIST] Removing zoneserver #19 at :17018
[Debug] [WORLD__ZONELIST] Hold Zones mode is ON - rebooting lost zone
[Debug] [WORLD__LAUNCH] zone: dynamic_19 reported state STOPPED (1 starts)
[Debug] [LAUNCHER__STATUS] Starting zone dynamic_19
[Debug] [LAUNCHER__STATUS] Zone dynamic_19 has been started.
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  #3  
Old 07-23-2010, 01:25 PM
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Tabasco
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I nuked my original source and db this morning and started from scratch. Emu from svn and latest peq db.
It builds and starts, but again only Titanium clients can actually enter world. SoF clients can get to character selection, create a character, but as soon as they try to enter world, the zone silently crashes.

I was able to confirm that the repetitious NET__IDENT_TRACE entries in the log are not related. This time I got all that with the titanium client, which ultimately logged in and not with the SoF client, which reached a status of WORDL_CLIENT New client from xxxxx.
After that the log just shows the zone starting again.

Is anyone else running eqemu on 64 bit linux? Did you have to make any changes besides changing/removing -march in the makefiles?
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  #4  
Old 07-23-2010, 07:04 PM
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Secrets
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Quote:
Originally Posted by Tabasco View Post
I nuked my original source and db this morning and started from scratch. Emu from svn and latest peq db.
It builds and starts, but again only Titanium clients can actually enter world. SoF clients can get to character selection, create a character, but as soon as they try to enter world, the zone silently crashes.

I was able to confirm that the repetitious NET__IDENT_TRACE entries in the log are not related. This time I got all that with the titanium client, which ultimately logged in and not with the SoF client, which reached a status of WORDL_CLIENT New client from xxxxx.
After that the log just shows the zone starting again.

Is anyone else running eqemu on 64 bit linux? Did you have to make any changes besides changing/removing -march in the makefiles?
I think Gaeorn had tried to run it on 64-bit linux but had a lot of issues.

I'd suggest trying 32-bit (I know, it sucks) and trying again.
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  #5  
Old 07-23-2010, 11:38 PM
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Tabasco
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I actually did a 32 bit build earlier this afternoon and it worked fine. -m32 and getlibs for the win.

Maybe one of these days when I'm more familiar with the emu source I'll do some troubleshooting.

Thanks!
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  #6  
Old 08-06-2010, 03:50 AM
gaeorn
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The problem is with optimization and stringstreams under 64bit gcc. If you remove the -O flag from any object file compiles that have stringstreams, it works.

And FYI, my dev server is still 64bit and works fine as best I can tell (obviously with just me using it, I won't find obscure bugs).
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  #7  
Old 08-06-2010, 09:44 AM
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Thanks for the information. Hopefully I'll have a chance to get that applied this weekend.
The 32 bit build has been working great, but it would be nice to run something native.
I only have around 4 to 15 players on at any given time so it's still a pretty light load for testing, but they have a knack for finding obscure breakable things.
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