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  • Logic AI crash...


    Xenithar
    • Status: Completed
      Main Category: Core / Mangos Daemon
      Sub-Category: Core Crash
      Version: 0.20(currentmasterbranch) Milestone: 20 Priority: High
      Implemented Version: 0.20(currentmasterbranch)

    Core crash for unknown reason

    Got this while playing.
    [code]
    terminate called after throwing an instance of 'std::logic_error'
    what(): invalid node overlap

    Program received signal SIGABRT, Aborted.
    [Switching to Thread 0xb20f3b70 (LWP 2972)]
    0xb7fe1424 in __kernel_vsyscall ()
    #0 0xb7fe1424 in __kernel_vsyscall ()
    #1 0xb7697681 in raise () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
    #2 0xb769aab2 in abort () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
    #3 0xb787e28d in __gnu_cxx::__verbose_terminate_handler() ()
    from /usr/lib/i386-linux-gnu/libstdc++.so.6
    #4 0xb787bef3 in ?? () from /usr/lib/i386-linux-gnu/libstdc++.so.6
    #5 0xb787bf2f in std::terminate() ()
    from /usr/lib/i386-linux-gnu/libstdc++.so.6
    #6 0xb787c1ce in __cxa_throw () from /usr/lib/i386-linux-gnu/libstdc++.so.6
    #7 0x0892d4c3 in BIH::subdivide (this=0xd3393a0, left=43, right=79,
    tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=168, depth=3,
    stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:68
    #8 0x0892dfc9 in BIH::subdivide (this=0xd3393a0, left=43, right=79,
    tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=6, depth=2,
    stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:248
    #9 0x0892e047 in BIH::subdivide (this=0xd3393a0, left=0, right=42,
    tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=0, depth=1,
    stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:252
    #10 0x0892d20d in BIH::buildHierarchy (this=0xd3393a0, tempTree=..., dat=...,
    stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:38
    #11 0x08930be7 in BIH::build >(G3D::Array const&, void (&)(GameObjectModel const*, G3D::AABox&), unsigned int, bool) (
    this=0xd3393a0, primitives=..., getBounds=
    @0x892f0b9: {void (const GameObjectModel *, G3D::AABox &)} 0x892f0b9 ::getBounds2(GameObjectModel const*, G3D::AABox&)>,
    leafSize=3, printStats=false)
    at /home/---/zero/src/server/src/game/vmap/BIH.h:156
    #12 0x0892fd0f in BIHWrap >::balance (this=0xd3393a0) at /home/---/zero/src/server/src/game/vmap/BIHWrap.h:147
    #13 0x0892f4d7 in RegularGrid2D >, NodeCreator > >, PositionTrait >::balance (this=0xb2fdb40)
    at /home/---/zero/src/server/src/game/vmap/RegularGrid.h:148
    #14 0x0892f187 in DynTreeImpl::balance (this=0xb2fdb40)
    at /home/---/zero/src/server/src/game/vmap/DynamicTree.cpp:86
    #15 0x0892f20e in DynTreeImpl::update (this=0xb2fdb40, difftime=100)
    at /home/---/zero/src/server/src/game/vmap/DynamicTree.cpp:100
    #16 0x0892e984 in DynamicMapTree::update (this=0xb99f3b4, t_diff=100)
    at /home/---/zero/src/server/src/game/vmap/DynamicTree.cpp:144
    #17 0x0883cd04 in Map::Update (this=0xb97a218, t_diff=@0xb20f323c: 100)
    at /home/---/zero/src/server/src/game/Map.cpp:460
    #18 0x08852616 in MapManager::Update (this=0xb2f1130, diff=50)
    at /home/---/zero/src/server/src/game/MapManager.cpp:184
    #19 0x088e2a8d in World::Update (this=0x8cdb2b0, diff=50)
    at /home/---/zero/src/server/src/game/World.cpp:1496
    #20 0x0854dc0f in WorldRunnable::run (this=0xa4e4910)
    at /home/---/zero/src/server/src/mangosd/WorldRunnable.cpp:66
    #21 0x08972c39 in ACE_Based::Thread::ThreadTask (param=0xa4e4910)
    at /home/---/zero/src/server/src/shared/Threading.cpp:197
    #22 0xb7f50171 in ACE_OS_Thread_Adapter::invoke() ()
    from /usr/lib/libACE-6.0.3.so
    #23 0xb7f121cf in ace_thread_adapter () from /usr/lib/libACE-6.0.3.so
    #24 0xb77d6c39 in start_thread ()
    from /lib/i386-linux-gnu/i686/cmov/libpthread.so.0
    #25 0xb7743a6e in clone () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
    [/code]
    No clue what caused this. Just happened. Fiance was in Needles questing as a hunter, mother was in Undercity doing stuff as a priest.


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    This is a known spell aura crash, it is not related to the above node issue :) If you're no longer receiving the node crash issues then I believe we've found the culprit! I am promoting the above crash to its own issue on the tracker.

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    All new information on aura crash goes here: [url]https://www.getmangos.eu/issue.php?issueid=578[/url]

    Will leave this up for review for the next 24 hours or so. If no new node crashes are received until then, I'll have the ore system disabled until it can be reviewed.

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    Can you give me the weekend to test? Mom, my fiance, and I normally play on the weekends. This will be a good time to test to see if the fix is stable. I will prevent everybody from using auras and we'll see how things go. I can report back here Sunday evening.

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    Cabfever has been testing as well with over 24 hours and no node crashes, where he usually had a crash every 1-3 hours before. I will be temporarily disabling this system on Rel20 branch until it can be reviewed properly

    Edit:

    Now disabled in Rel20 until the system can be reviewed and thoroughly debugged.
    [URL]https://github.com/mangoszero/server/commit/0335a4b656fc95b1d80d263866881808048e3099[/URL]

    I have assigned Evildead to this issue for now.

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    I will have it clone and build with my new script while I am at work. I will report any issues as they arise as well as my opinion of the current version come Sunday evening. That probably means Antz and company will see it Monday morning.

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    It is currently not happening, no. Remember this was caused by the mineral system that I temporarily reverted? A new PR with the mineral system has been pushed by Evil, containing what should be a fix for the above crash. Needs testing on Nix systems.

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