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  • Theramore Tower crashes/freezes game client


    cabfever
    • Status: Completed
      Main Category: Core / Mangos Daemon
      Sub-Category: Player Interaction
      Version: 0.20(currentmasterbranch) Milestone: 20-newbeginnings Priority: Normal
      Implemented Version: 0.20(currentmasterbranch)

    Theramore Tower crashes/freezes game client

    From a player:

    [quote]
    Hello again,
    every time i enter Theramore with my Mage the game is crashing.

    I tried to reproduce that error and i found out this is 100% the case when i enter the mage tower to give Jaina a visit. I just have to enter the tower and the game freezes. Only way to end this is to alt-f4 it.
    But when relogging it is a matter of seconds that it happens again.

    In most (but not all) cases it is the same when im outside and nearby the tower.
    [/quote]

    I tested this on my mac client today and it crashed my game. This is something from the crash report:

    [quote]
    WoWBuild: 5875
    Local Zone: Theramore Isle, Dustwallow Marsh
    Local Player: Junia, 0000000000000002, (-3750.59,-4447.35,51.3074)
    [/quote]


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    Logged in again, talked to Lady Jaina:

    WoWBuild: 5875
    Local Zone: Theramore Isle, Dustwallow Marsh
    Local Player: Junia, 0000000000000002, (-3751.36,-4454.85,64.9726)
    Interact Target: Lady Jaina Proudmoore, F130001368001ED7, (-3749.69,-4454.15,64.971)
    Locked Target: Lady Jaina Proudmoore, F130001368001ED7, (-3749.69,-4454.15,64.971)
    Last Enemy Target: Archmage Tervosh, F1300013670077B0, (-3757.47,-4462.28,65.0415)

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    On Win client, this is not a crash but something like a hang: the CPU usage of the client process jumps to 100%, fps drops below 1, very slow reaction on controls. Server logs just about that time:
    WORLD: Received opcode CMSG_QUESTGIVER_STATUS_QUERY - for Player Ahunter (Guid: 2) to Creature (Entry: 4941 Guid: 8491)
    WORLD: Sent SMSG_QUESTGIVER_STATUS for Creature (Entry: 4941 Guid: 8491)
    [Client: MSG_MOVE_SET_FACING]
    WORLD: Received opcode CMSG_MOVE_TIME_SKIPPED

    The last opcode is due to the "hang" and is repeated many times. The client can become back at once, mostly after SMSG_PING, only to get the same hang within a few tens of seconds. Turning off EAI for the mobs 4967, 4968, 4979, 4941 changes nothing. During the "hang", the client gets SMSG_MONSTER_MOVE as usual.

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    DELETE FROM `creature_movement` WHERE `id`='30639' and`point`='9';
    DELETE FROM `creature_movement` WHERE `id`='30639' and`point`='8';
    UPDATE `creature_movement` SET `point`='8' WHERE `id`='30639' and`point`='10';
    UPDATE `creature_movement` SET `point`='9' WHERE `id`='30639' and`point`='11';
    UPDATE `creature_movement` SET `point`='10' WHERE `id`='30639' and`point`='12';
    UPDATE `creature_movement` SET `point`='11' WHERE `id`='30639' and`point`='13';
    UPDATE `creature_movement` SET `point`='12' WHERE `id`='30639' and`point`='14';
    UPDATE `creature_movement` SET `point`='13' WHERE `id`='30639' and`point`='15';
    UPDATE `creature_movement` SET `point`='14' WHERE `id`='30639' and`point`='16';
    UPDATE `creature_movement` SET `point`='15' WHERE `id`='30639' and`point`='17';

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    Sorry, forgot to do it. Adding.
    However the field is used by the core only to be announced in-game, and for our table construction, the wrong db version is announced as you can see. I hope we'll get rid of this at least stupid mechanic one lucky day. A better way is to write all sqls reapplicable and, if any doubts, apply the whole "Updates/Relxx" content with a shell script/bat file.

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