World Crash - SetWaitingForAck
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- John Adams
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World Crash - SetWaitingForAck
Standing in Mekalia posting the info about this zone, the client wasn't moving, just standing there... The world server blew up behind me.
Stack:
waiting_for_ack = true, and crashed here:
state = null
Not sure if this info is helpful... but the "this" looked similar to the other one, bunch of red X's.
Stack:
Code: Select all
> WorldServer.exe!Client::SetWaitingForAck(bool waiting_for_ack) Line 118 C++
WorldServer.exe!UDPServer::HandleWriteHelper(ClientSocketData * data, unsigned __int64 now) Line 597 C++
WorldServer.exe!UDPServer::HandleWrite() Line 568 C++
WorldServer.exe!WriterThread(void * data) Line 117 C++
WorldServer.exe!ThreadRun(void * arg) Line 77 C++
WorldServer.exe!_callthreadstart() Line 255 C
WorldServer.exe!_threadstart(void * ptd) Line 239 C
kernel32.dll!74ef336a() Unknown
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
ntdll.dll!77139f72() Unknown
ntdll.dll!77139f45() Unknown
Code: Select all
void Client::SetWaitingForAck(bool waiting_for_ack) {
if (waiting_for_ack)
state |= CLIENT_STATE_PENDING_ACK; <<===
else
state &= ~CLIENT_STATE_PENDING_ACK;
}Not sure if this info is helpful... but the "this" looked similar to the other one, bunch of red X's.
Re: World Crash - SetWaitingForAck
The client pointers are probably just going bad, I'll take a look at where we delete them.