Error going to Junon

I'm sure there will be a TON of bugs discovered. List them here and we will cross them off the list as they are fixed.

Error going to Junon

Postby rl2171 on Fri Aug 26, 2016 5:26 pm

I used the GO command /go 3

Teleported into Junon and locked up

Got this error that is attached.

Error1.jpg


I also noticed that if I just did the /go command (which before would give me the list of locations) that the server crashed.

I didn't compile the source, I got it here on the forums.

Hope this helps
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Re: Error going to Junon

Postby PurpleYouko on Fri Aug 26, 2016 7:45 pm

using go without a number is going to cause a crash most likely. We have no list coded into it.
You have to remember that the donor code for this server comes from a very old source. (rev 81 mainly with bits from KTRose)

I haven't had any trouble teleporting to Junon with /go 3 other than the fact that it spawns me inside a plinth and I can't move. :D
After that though I could always use go again to go to Zant or AP.

recvpacket.cpp seems like a very strange place to get an error

oh!!!.

Here is the code that is crashing it. Seems like it's trying to load an invalid NPC. i would check your list_npc SQL file to see if any in Junon look dodgey
  1.  
  2.     if ( NPC_TYPE( nCharIdx ) == 999 )
  3.     {
  4.  
  5.         //ClientLog (LOG_NORMAL, "Recv_gsv_NPC_CHAR:: Adding NPC. NPC_TYPE (from STB) for NPC with id %i is %i",nCharIdx, NPC_TYPE( nCharIdx ));
  6.         nCObj = g_pObjMGR->Add_NpcCHAR( m_pRecvPacket->m_gsv_NPC_CHAR.m_wObjectIDX, nCharIdx, PosCUR, m_pRecvPacket->m_gsv_NPC_CHAR.m_nQuestIDX, m_pRecvPacket->m_gsv_NPC_CHAR.m_fModelDIR);
  7.  
  8.  
  9.         if ( this->Recv_tag_ADD_CHAR( nCObj, &(m_pRecvPacket->m_gsv_NPC_CHAR) ) )
  10.         {
  11.             short nOffset = sizeof( gsv_NPC_CHAR );
  12.             this->Recv_tag_ADJ_STATUS( nOffset, &(m_pRecvPacket->m_gsv_NPC_CHAR) );        
  13.         }
  14.  
  15.         CObjCHAR *pSourCHAR = g_pObjMGR->Get_CharOBJ( nCObj, false );
  16.         if( pSourCHAR )///2004/2/27: More nAvy
  17.         {
  18.             if ( m_pRecvPacket->m_gsv_NPC_CHAR.m_nCharIdx < 0 ) {
  19.                 ( (CObjNPC*)pSourCHAR )->HIDE ();
  20.             }
  21.  
  22.             /// 04/5/18 Add an event variable specific NPC - jeddli
  23.             ((CObjNPC*)pSourCHAR)->SetEventValue( m_pRecvPacket->m_gsv_NPC_CHAR.m_nEventSTATUS );
  24.             /*char Buf[255];
  25.             sprintf( Buf, " By event parameters from the server %d\n", m_pRecvPacket->m_gsv_NPC_CHAR.m_nEventSTATUS );
  26.             MessageBox( NULL, Buf, "...", MB_OK );*/
  27.  
  28.             //ClientLog (LOG_NORMAL, "Recv_gsv_NPC_CHAR:: Add NPC : [%s] CObj: %d, SObj: %d \n",pSourCHAR->Get_NAME(), nCObj, g_pObjMGR->Get_ServerObjectIndex( nCObj ));
  29.             //LogString (LOG_NORMAL, "Add NPC : [%s] CObj: %d, SObj: %d \n", pSourCHAR->Get_NAME(), nCObj, g_pObjMGR->Get_ServerObjectIndex( nCObj ) );
  30.         }
  31.         else
  32.         {
  33.             //ClientLog (LOG_NORMAL, "Recv_gsv_NPC_CHAR:: Fail Add NPC : CharIdx[%d], QuestIdx[%d]\n",m_pRecvPacket->m_gsv_NPC_CHAR.m_nCharIdx, m_pRecvPacket->m_gsv_NPC_CHAR.m_nQuestIDX);
  34.             //LogString (LOG_NORMAL, "Fail Add NPC : CharIdx[%d], QuestIdx[%d]\n", m_pRecvPacket->m_gsv_NPC_CHAR.m_nCharIdx,    m_pRecvPacket->m_gsv_NPC_CHAR.m_nQuestIDX);
  35.         }
  36.     }
  37.     else
  38.     {
  39.        
  40.         _ASSERT( 0 );
  41.     }


It's looking for an NPC with a chartype of 999 (you can find that in the STB)
if the one that the server is sending doesn't have this value then it does the default action _ASSERT( 0 ); which is where it's bugging out. That code is basically adding a break point to the code operation. You might even be able to click ignore and have it carry on regardless.
There are so many of these _ASSERT break points in this code. Eventually I'm going to get rid of all of them.
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Re: Error going to Junon

Postby rl2171 on Fri Aug 26, 2016 9:12 pm

I looked at the list_npcs and found 7 in Junon that I am not sure why they are there

NPCs.jpg


I don't see the Character Type of 999 for these ones.

Could this be the issue?
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Re: Error going to Junon

Postby PurpleYouko on Fri Aug 26, 2016 9:32 pm

Well you won't see it in the SQL. It's in list_npc.stb

character types.jpg


I think i would delete those. Especially the ones with NPC number 3040 and 3041 since we don't even have a matching entry for those in the STB
Last edited by PurpleYouko on Fri Aug 26, 2016 9:38 pm, edited 1 time in total.
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Re: Error going to Junon

Postby rl2171 on Fri Aug 26, 2016 9:37 pm

I understand, but if I am correct, those 7 NPCs in the SQL file did not (unless I missed it) have the 999 in the character type of the stb.
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Re: Error going to Junon

Postby PurpleYouko on Fri Aug 26, 2016 9:39 pm

yeah those are definitely bad entries.

3040 and 3041 don't exist at all

the others are monsters

  1.  
  2. 1791    Violent Moon Guardian
  3. 1792    Violent Frozen Tumbler
  4. 1793    Violent Heavy Tumbler
  5. 1794    Violent Frozen Statue
  6. 1795    Violent Berkana Stone
  7.  


Delete them all
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Re: Error going to Junon

Postby rl2171 on Fri Aug 26, 2016 9:48 pm

Good find then!

You will update the sql file on Github then?

Thank you for checking that one
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Re: Error going to Junon

Postby rl2171 on Fri Aug 26, 2016 10:24 pm

So far, in Junon I can run around the outside part, but as soon as I go into the middle, the client crashes.

There has to be something in the middle that would cause the client to crash? The area where the fountain is located.

I'll try it again later when I get home on my main computer.
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Re: Error going to Junon

Postby adosorken on Sat Aug 27, 2016 3:21 am

I am noticing this as well. Seems Junon Polis in general has some stability issues.
Evolve this!!
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Re: Error going to Junon

Postby PurpleYouko on Sat Aug 27, 2016 5:10 pm

i will rebuild the list_npc spawn table some time next week when I'm not too busy with actual work.

the problem here definitely seems to be something which is being spawned in the middle of town but can't actually be displayed properly
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