ServerCrash "TreasurePool"

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tagban
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Re: ServerCrash "TreasurePool"

Post by tagban » Wed Apr 16, 2014 4:37 pm

atom0s wrote:1st dump is from a bad GM command. Someone (Hixeao) typed @resetplayer with no arguments.

2nd dump is a common issue with the character not being valid when it was trying to load. You can recover that crash moving the break arrow past the function and stepping through the other parts that hit debug breaks. Basically this happens because the character sends a zone-in packet with no character id in it. Which happens because of some issue(s) in the lobby server sending character ids.
So as for the GM Command, I should be able to add into that command that if no arguments are valid to return some text something about "WHO THE FRAK DO YOU WANNA RESET"? Right? and just not let it pass anything to the server.

For the second dump. Would that happen if the server was re-launched too soon after a crash? IE someone was still connected to the connect server and for some reason stayed connected until the game server came back up?

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tagban
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Re: ServerCrash "TreasurePool"

Post by tagban » Wed Apr 16, 2014 4:40 pm

Code: Select all

---------------------------------------------------------------------------------------------------
-- func: resetplayer
-- auth: Link
-- desc: Resets a targets account session and warps them to Jeuno.
---------------------------------------------------------------------------------------------------

cmdprops =
{
    permission = 1,
    parameters = "s"
};

function onTrigger(player, target)
    if (target == nil) then
        player:PrintToPlayer("You must enter a valid Character name.");
        return;
    end
    player:resetPlayer( target );
end
Like that right?

Edit: tested and this seems to work. w00t. Now just to figure out why it crashes with parties and the treasure pool sometimes, Finally Have full VS2013 on the VPS, so I can run it inside of that for testing. :)

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atom0s
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Re: ServerCrash "TreasurePool"

Post by atom0s » Wed Apr 16, 2014 5:12 pm

Treasure pool crashes are usually from Dynamis.
Party crashes are usually from invalid equipment when a person levels up. (Level sync etc.)

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tagban
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Re: ServerCrash "TreasurePool"

Post by tagban » Wed Apr 16, 2014 5:55 pm

Gotcha. So lock out Dynamis, and turn off level sync. :) Now if I can just get my search server to stop crashing I'll be happy. Running it in VS2013 right now, so will post crash dump when I get one. (usually crashes within 30 mins of launch)

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kjLotus
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Re: ServerCrash "TreasurePool"

Post by kjLotus » Wed Apr 16, 2014 5:56 pm

tagban wrote:and turn off level sync.
i'd like to see a dump for that

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Re: ServerCrash "TreasurePool"

Post by tagban » Wed Apr 16, 2014 6:21 pm

I will endeavor to give. :) It always seems to crash when I'm sleeping.. so I'll make sure I capture any dumps I can for you guys. If it helps the project, I will do anything.

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Re: ServerCrash "TreasurePool"

Post by atom0s » Wed Apr 16, 2014 7:25 pm

kjLotus wrote:
tagban wrote:and turn off level sync.
i'd like to see a dump for that
The majority of these style crashes are from when a level sync target levels up and the parties mods/stats are updated, someone in the party will land up having an invalid item equipped like a fire crystal etc. Mostly because it seems that an inventory sort/update somewhere is not being handled properly.

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tagban
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Re: ServerCrash "TreasurePool"

Post by tagban » Wed Apr 16, 2014 7:26 pm

Well LevelSync is off on my server, so I don't think thats the case.

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atom0s
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Re: ServerCrash "TreasurePool"

Post by atom0s » Wed Apr 16, 2014 7:41 pm

The same functions execute when someone levels in a normal party or by themselves.

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Re: ServerCrash "TreasurePool"

Post by tagban » Fri Apr 18, 2014 8:13 am

https://github.com/DarkstarProject/darkstar/issues/142

So far happened once a night to me.

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