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  #1  
Old 09-21-2008, 05:30 AM
wiley99
Fire Beetle
 
Join Date: Sep 2008
Location: FL NC
Posts: 4
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I have a build 1129 (cvs db,quest) eqemu peq server running on debian 4.0r1 linux server. Just got this up and running 3 days ago. I had the windows one running before that. No issues at all until today

I had 2 buddies log in and we were doing some hunting in some planes when they disappeared and we then saw a black screen stating "we were disconnected", we could instantly log-back in the server did not report anything in the logs at that time abnormally and it did not crash.

This happened about an hour later, then another 4 times at different times (Hour apart, 2 hours, 45 minutes). I was grouped with them and things stopped responding, they vanish and that black screen comes up with you have been disconnected (we all got the same error). I am extremely new with eqemu. I find it amazing what work was put into this and how skilled everyone is around here doing the work they do.

I will def try and get some logs posted exactly when this occurs again as right now I am not exactly sure the issue is showing in the logs. I reviewed them a few times. I thought it may be network related, due to Saturday heavy network loads with my ISP but I will be testing that out the following days.
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  #2  
Old 09-21-2008, 11:37 PM
wiley99
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Join Date: Sep 2008
Location: FL NC
Posts: 4
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After looking at logs and testing in game it seems as though my world server is not disconnecting me. Its when someone turns on PVP and tries to hit someone the zone will crash instantly.
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  #3  
Old 09-21-2008, 11:46 PM
trevius's Avatar
trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Ya, I think your issue is something completely different than my issue.
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  #4  
Old 09-22-2008, 06:04 AM
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trevius
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Join Date: Aug 2006
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Well, I tested every level 70+ disc that I recently added to my server and none of them caused the crash for me. So, I am guessing it is something else. I am still leaning towards it being the source code or one of the custom changes I added in recently since I do run quite a few of them.

I will continue testing and see if I can come up with anything. So far, I tried reverting back to 1128 code version, but I also added in most of the features that have been added since then to it as well. Maybe it is one of those features that is causing the problem. The list of most of the added features I am currently using is:

Enraged, Flurry and Rampage Spamming Fix
http://www.eqemulator.net/forums/showthread.php?t=26258

Technique of Master Wu AA (Fix)
http://www.eqemulator.net/forums/showthread.php?t=26160

quest::traindiscs() and new quest::scribespells()
http://www.eqemulator.net/forums/showthread.php?t=26083

IP Limiting Additional Feature and Correction
http://www.eqemulator.net/forums/showthread.php?t=26122

#ItemLink <Item ID Number> (quest::itemlink())
http://www.eqemulator.net/forums/showthread.php?t=26018

Proc spells don't work after zoning (Proc Buff Fix)
http://www.eqemulator.net/forums/showthread.php?t=25991

New Quest Command quest::clearspawntimers()
http://www.eqemulator.net/forums/showthread.php?t=26261

Damage Bonus Functions (2H Bonus Fix)
http://www.eqemulator.net/forums/showthread.php?t=26262

Resurrection Reworked (with Confirmation box)
http://www.eqemulator.net/forums/showthread.php?t=26049

Buffs Being Blocked That Shouldn't Be (CHA Stacking Fix)
http://www.eqemulator.net/forums/showthread.php?t=25570

Spell Blocking (now with Intra-Zone restrictions!)
http://www.eqemulator.net/forums/showthread.php?t=26051

Spell And Skill Rule for Above MaxLevel Players
http://www.eqemulator.net/forums/showthread.php?t=25937
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  #5  
Old 09-22-2008, 07:32 AM
Derision
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by trevius View Post

IP Limiting Additional Feature and Correction
http://www.eqemulator.net/forums/showthread.php?t=26122
I've just been looking over the changes to clientlist.cpp in that thread and I think the logic is flawed if that is how you have it coded:

Code:
                if (IPInstances > (RuleI(World, MaxClientsPerIP))){
                        countCLEIPs->SetOnline(CLE_Status_Offline);
                        iterator.RemoveCurrent();
                }
        }
        countCLEIPs->SetOnline(CLE_Status_Offline);
        iterator.RemoveCurrent();
If the code reaches the most deepy nested iterator.RemoveCurrent(), then not only will it it remove the ClientList entry of the connection exceeding the IP limit, but the iterator will be updated to point to the next entry in the ClientList (which probably belongs to someone else), and the flow of execution will then reach the second iterator.RemoveCurrent() and remove that one as well.

My head's hurting from looking at it, so maybe I am misunderstanding the intention of the code.
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  #6  
Old 09-22-2008, 06:29 PM
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trevius
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Ya, I do kinda suspect that code could be the cause of the issue. It does actually seem to work the way I want it to from the testing I have done, but I haven't really checked to see what happens if I try to log in more characters than that.

Basically, I want my normal status 0 accounts to be able to log in 3 characters max at once. I then want my status 2 accounts to be able to login a max of 4 characters (1 more character) as a bonus for purchasing my contributor package. Then, I want anything over status 20 to be exempt from the IP limiting. As it is now, the code I have does seem to work to do exactly what I want, but the flaw you mention probably is a real problem. Maybe it is unable to select another client once the first one is removed, so it causes a world crash.

I would definitely be open to better ways of doing this! I know it hurts my head to think about the code for it, but maybe there is a simpler way of getting it done. As suggested in that thread, maybe just having it so that you can set the max number for all clients below X status. Then, for every point higher than that set status it would allow them to have +1 accounts logged in.

Ultimately, I think there needs to be code added (preferably with a rule option) to limit people to only being able to play 1 character per account. Then have the IP Limiting checked after the 1 character per account check happens. So, if someone already has a character logged in that might be ghosted, it will kick them out of the world instead of completely blocking them with IP limiting.

I will keep looking at this code and see if I can make it work better. However, professional help would be appreciated

I am going to try removing this temporarily from my server to see if that resolves my World Disconnect issue. It seems to have started around the same time I added this code in, but I also added alot of other stuff in at that same time, so it is hard to tell. I think this is a likely suspect if no one else is seeing the same exact problem that I currently am.
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  #7  
Old 09-22-2008, 07:05 PM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
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Do you have gdb installed? You can use that to parse the core dumps to tell you exactly where in the code the crash occurred.
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