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  #1  
Old 09-24-2015, 12:39 PM
Trackye
Sarnak
 
Join Date: Feb 2008
Posts: 87
Default Weird numbers in server select?

Suddenly my server is displaying weird numbers in server select screen like
-897823 or 2342355...

I didnt change anything to make it do this that I am aware of.

Any input? How does this happen?
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  #2  
Old 09-24-2015, 12:44 PM
AdrianD
Discordant
 
Join Date: Dec 2013
Posts: 297
Default

See if it goes away after you relog to the login server.

I don't think it means anything, uncertain though.

* It means something but I doubt it's important, rather.
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  #3  
Old 09-24-2015, 12:45 PM
Trackye
Sarnak
 
Join Date: Feb 2008
Posts: 87
Default

I was wondering if it was because the server was offline on the last players online tic sent to it and then was up on the next one. Im gonna wait a few and see what happens.
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  #4  
Old 09-24-2015, 01:06 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Odd.

This is the number sent to the client for the number of players online on a server:

https://github.com/EQEmu/Server/blob...nager.cpp#L260

Code:
...
		data_ptr += 4;

		*(uint32*)data_ptr = (*iter)->GetPlayersOnline();
		data_ptr += 4;

		++iter;
...
GetPlayersOnline() is a simple property read.

https://github.com/EQEmu/Server/blob..._server.h#L119

Code:
...
	/**
	* Gets the number of players on the server.
	*/
	unsigned int GetPlayersOnline() const { return players_online; }
...
It's properly zeroed out on class construction and in a Reset() method:

https://github.com/EQEmu/Server/blob...server.cpp#L26

Code:
WorldServer::WorldServer(EmuTCPConnection *c)
{
	connection = c;
	zones_booted = 0;
	players_online = 0;
...
https://github.com/EQEmu/Server/blob...server.cpp#L48

Code:
void WorldServer::Reset()
{
	zones_booted = 0;
	players_online = 0;
	status = 0;
	runtime_id;
	server_list_id = 0;
	server_type = 0;
	authorized = false;
	logged_in = false;
}
It's given the number by the login server.

https://github.com/EQEmu/Server/blob...erver.cpp#L502

Code:
void WorldServer::Handle_LSStatus(ServerLSStatus_Struct *s)
{
	players_online = s->num_players;
	zones_booted = s->num_zones;
	status = s->status;
}
The login server sends it here:

https://github.com/EQEmu/Server/blob...erver.cpp#L301

Code:
void LoginServer::SendStatus() {
	statusupdate_timer.Start();
	auto pack = new ServerPacket;
	pack->opcode = ServerOP_LSStatus;
	pack->size = sizeof(ServerLSStatus_Struct);
	pack->pBuffer = new uchar[pack->size];
	memset(pack->pBuffer, 0, pack->size);
	ServerLSStatus_Struct* lss = (ServerLSStatus_Struct*) pack->pBuffer;

	if (WorldConfig::get()->Locked)
		lss->status = -2;
	else if (numzones <= 0)
		lss->status = -2;
	else
		lss->status = numplayers;

	lss->num_zones = numzones;
	lss->num_players = numplayers;
	SendPacket(pack);
	delete pack;
}
I lost track of it at numplayers, referenced as an extern:

https://github.com/EQEmu/Server/blob...server.cpp#L69

Code:
...
extern ZSList zoneserver_list;
extern ClientList client_list;
extern uint32 numzones;
extern uint32 numplayers;
extern volatile bool	RunLoops;
...
Stepping backwards through the pipeline so far here, I haven't seen any place where the number might be set to arbitrary values. Is it possibly a networking or RAM issue?
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  #5  
Old 09-24-2015, 01:14 PM
Trackye
Sarnak
 
Join Date: Feb 2008
Posts: 87
Default

Right now it says -1778384896 lol.

Its very strange as it never did this before last night.

I have checked with both UF and ROF2 clients and it reports these crazy numbers on both clients.

Interestingly the server lists for EQEMU website seems to report it accurately.
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  #6  
Old 09-24-2015, 01:26 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Have you made any changes at all to login server or world server code?

If you open it up in Github, does it show differences from the master repo in a diff of them?
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  #7  
Old 09-24-2015, 01:27 PM
Trackye
Sarnak
 
Join Date: Feb 2008
Posts: 87
Default

No.

I added a GMcommand but that was days ago and this issue only started happening this morning.

(The command has nothing to do with Login or world it was #finditemmodel)

EDIT

It seems to be reporting correctly now.

perhaps as I suspected it was a Players online tic or something that went wrong.
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  #8  
Old 09-24-2015, 01:30 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Heh. If all else fails, reboot. Glad it seems to have cleared up, at least.

Stepping through the code was fun, as always.
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  #9  
Old 09-24-2015, 01:40 PM
AdrianD
Discordant
 
Join Date: Dec 2013
Posts: 297
Default

"ForeverQuest" right?

I've logged in to the loginserver and let it refresh multiple times. I get a different number every few refreshes. The number appears to be in the range of a signed INT (mysql datatype). Maybe that could narrow it down.
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  #10  
Old 09-24-2015, 02:07 PM
demonstar55
Demi-God
 
Join Date: Apr 2008
Location: MA
Posts: 1,164
Default

I would blame the server at login.eqemulator.net rather than EQEmu code :P
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  #11  
Old 09-24-2015, 02:21 PM
Trackye
Sarnak
 
Join Date: Feb 2008
Posts: 87
Default

It may also have something to do with me hosting this server at my house for the meantime and the power having went out and me being issued a new IP.
I have not yet figured out how to set up the DYNDNS configuration in Eqemu's settings.

So its likely this was the culprit.
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  #12  
Old 09-24-2015, 02:34 PM
demonstar55
Demi-God
 
Join Date: Apr 2008
Location: MA
Posts: 1,164
Default

Nope, public LS hosted on eqemulator.net is special :P
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