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  #1  
Old 12-23-2003, 07:54 AM
farce
Hill Giant
 
Join Date: Feb 2003
Posts: 126
Default zone crash on pc death

5.3-DR2 with 53-alpha2 database:

zone crashes with SIGSEGV everytime a player dies. confirmed on win32 and linux.

happens when drowning, falling, and combat.

here's a backtrace from falling death:

Code:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 1076777248 (LWP 14315)]
0x0807f735 in EntityList::MobProcess() (this=0x8175e80) at entity.cpp:258
258                     if(!iterator.GetData()->Process()){
(gdb) bt
#0  0x0807f735 in EntityList::MobProcess() (this=0x8175e80) at entity.cpp:258
#1  0x080b188c in main (argc=5, argv=0x5f) at net.cpp:343
#2  0x420156a4 in __libc_start_main () from /lib/tls/libc.so.6
I've been trying to find the error, but havn't been too successful.. it's been a while since I worked with the emu code.

farce
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  #2  
Old 12-26-2003, 10:16 AM
farce
Hill Giant
 
Join Date: Feb 2003
Posts: 126
Default

Bigpull found the offending code.

in Client:eath() in attack.cpp replace line 1148 "entity_list.RemoveMob(GetID());" with entity_list.RemoveClient(GetID());
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  #3  
Old 12-31-2003, 11:14 PM
Shawn319
Demi-God
 
Join Date: Jan 2002
Posts: 2,073
Default

Gee i sure wish someone would have told US rofl.. i'v just spent the last 2 days trying to debug this. we found the erronius code late last night.
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  #4  
Old 12-31-2003, 11:26 PM
Bearik's Avatar
Bearik
Hill Giant
 
Join Date: Nov 2003
Location: Washington
Posts: 104
Default

I noticed removing a mob with #npcspawn remove gives the zoneserver the same crash. Really annoying when you have to delete everything through front -_-

Now that I think of it though this might have only happened with mobs I created.
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