Trinitycore: Server Much To Crashed!

Created on 30 Oct 2018  路  17Comments  路  Source: TrinityCore/TrinityCore

Description: I do not know
server Much , will to crashed !

crash log!

https://gist.github.com/Hir0shi/08ca9e109d52b479a462ea70729a8968

Branch: 3.3.5

TC rev: https://github.com/TrinityCore/TrinityCore/commit/0a0312b705ecb1a318fd3abe545b571a3a349a9c

Operating system: debian

Branch-3.3.5a HasBacktrace

All 17 comments

Looks like a nullpointer crash when doing melee attacks while charmed

Can be related with @Treeston commit??
https://github.com/TrinityCore/TrinityCore/commit/042f5515e4f3e52b0d2e23d9b9e147041849ce12#diff-89e4c142cf547b5178c8bd67179b5b9c

We are not your live support, stop spamming comments (this is not a forum, you cannot "bump" issues)

yes i know and sorry @Shauren

@Hir0shi : if you want to get rid of the crash faster than TC can solve it, try reverting your source code back to a previous version before any recent changes.

this looks the same as https://github.com/TrinityCore/TrinityCore/issues/22629
btw do you have any custom change ?

hi @jackpoz

When players are in instances or map areas killed to creatures,
server will to crashed !!

chance to crash.

UnitAI::DoMeleeAttackIfReady (this=0x7fff43afee00) at /in/TrinityCore/src/server/game/AI/TrinityCoreAI/UnitAI.cpp:64
64 if (me->HasUnitState(UNIT_STATE_CASTING))

--- DEBUG: BACKTRACE FULL

0 UnitAI::DoMeleeAttackIfReady (this=0x7fff43afee00) at /in/TrinityCore/src/server/game/AI/TrinityCoreAI/UnitAI.cpp:64

please try building in Debug mode and post a crash with that. It might be that the issue happens in https://github.com/TrinityCore/TrinityCore/blob/f7283d97660be93921fdabb58a9fc3a245ece6e2/src/server/scripts/Northrend/Naxxramas/boss_kelthuzad.cpp#L165 so try to reproduce the crash while playing in Naxxramas fighting KelThuzad

jackpoz!

naxxramas instance is disable and closed in my server!

It does not matter, player attack to creatures = server chance to crash

player + unit

it's also used in https://github.com/TrinityCore/TrinityCore/blob/0a0312b705ecb1a318fd3abe545b571a3a349a9c/src/server/scripts/Outland/Auchindoun/ShadowLabyrinth/boss_blackheart_the_inciter.cpp#L58 , could you try Shadow Labyrinth fighting BlackHeart The Inciter ?

Another useful thing would be to add a log in SimpleCharmedPlayerAI so we know where it's used and can reproduce the crash.

tested boss_blackheart_the_inciter , server don't crashed
crash is not for this boss!

i know crash is for killed used spells on creatures by player and pet = server will to crashed % chance

player / UnitAI.

if (me->HasUnitState(UNIT_STATE_CASTING))

victim =
No locals.
target =
charmer =
now = 1540887090
pet =
player = 0x7fff3ef100c0
updater = {i_timeDiff = 100}
world_object_update =
grid_object_update =

No locals.
No locals.

request = 0xab00000100000079

No symbol table info available.

pd = 0x7fff4d3ff700
now =
unwind_buf = {cancel_jmp_buf = {{jmp_buf = {140734489425664, 5281893881263977768,
not_first_call =

No locals.

is that from TrinityCore build in Debug mode ? I mean using CMake parameter -DCMAKE_BUILD_TYPE=Debug
AS you can see in the crashlog the crash happens in an Instance always (InstanceMap::Update call) , it will be very useful to figure out which instance it is

oh ` sry , yes It is true!

UnitAI::DoMeleeAttackIfReady (this=0x7fff43afee00) at /in/TrinityCore/src/server/game/AI/TrinityCoreAI/UnitAI.cpp:64
victim =

in PlayerAI::DoAutoAttackIfReady (this=) at /in/TrinityCore/src/server/game/AI/PlayerAI/PlayerAI.cpp:584
No locals.

SimpleCharmedPlayerAI::UpdateAI (this=0x7fff43afee00, diff=) at /in/TrinityCore/src/server/game/AI/PlayerAI/PlayerAI.cpp:1245
target =
charmer =

in Player::Update (this=0x7fff3ef100c0, p_time=100) at /in/TrinityCore/src/server/game/Entities/Player/Player.cpp:1075
now = 1540887090
pet =

in Map::Update (this=0x7fffb4c3e000, t_diff=100) at /in/TrinityCore/src/server/game/Maps/Map.cpp:789
player = 0x7fff3ef100c0
updater = {i_timeDiff = 100}
world_object_update =
grid_object_update =

in InstanceMap::Update (this=0x7fffb4c3e000, t_diff=100) at /in/TrinityCore/src/server/game/Maps/Map.cpp:3851
No locals.

in MapUpdateRequest::call (this=0x7fffea494700) at /in/TrinityCore/src/server/game/Maps/MapUpdater.cpp:42
No locals.

in MapUpdater::WorkerThread (this=0x20cabe0 ) at /in/TrinityCore/src/server/game/Maps/MapUpdater.cpp:113
request = 0xab00000100000079

@Hir0shi, you could add this line, it may give you information on which instance the crash happens

diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 921f982b5a..1bdb2d8d5c 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -744,6 +744,7 @@ void Map::UpdatePlayerZoneStats(uint32 oldZone, uint32 newZone)

 void Map::Update(uint32 t_diff)
 {
+    volatile uint32 debugMapID = GetId();
     _dynamicTree.update(t_diff);
     /// update worldsessions for existing players
     for (m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter)

okay.

I think it's a problem for Ahn' Qiraj instance!

But to be sure, you have to wait for the crash log to come...

Please try after https://github.com/TrinityCore/TrinityCore/commit/d8fee3c46b70fed660aec905a496e56d6a327aaf and post the new crashlog on gist if you get any

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