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Reporting An Arcemu Crash On Windows Platform Howto

#1 User is offline   dfighter 

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Posted 28 December 2009 - 11:53 AM

Reporting a crash on Windows platform

Preparing and posting a crash report only takes a few minutes, and can provide invaluable information for us, and it can contribute to the quality improvement of Arcemu. Therefore it's imperative that you take this little effort to help us.

Format of the crash report:
We need you to post some basic, but very important informations for us, such as:
* Platform ( operating system, processor architecture (x86_32, or x86_64, etc) )
* Version information ( Arcemu revision, Database revision, scripts revision, etc )
* Player count
* Uptime
* Call stack and variable values from the crash dump, and error message

Platform, version, playercount, and uptime are self explanatory so I won't go into details.


Crash dump:
Crash dumps are files that contain the crashed program's internal states such as values of variables, and so called callstacks at the exact moment of the crash which convey vital information for developers about the crash.

You can easily gather the neccessary information from the crash dump by taking some small steps:

1.) Open the crash dump
Using some file manager like Total Commander, or even your good old Windows Explorer, double-click or hit enter on the dump file.
Posted Image

2.) Upon loading hit the F5 key to start debugging
Posted Image

3.) Take note of the message that appears then click break (it's important)
Posted Image

4.) Gather the data from the crash dump
Posted Image

a.) The area marked with a red outline is called a callstack.
b.) The area marked with a blue outline is the window where you will copy the variables.
c.) The tabs marked with green colors are the variable tabs, you can switch to auto, or local variable view by clicking on them.
d.) You can expand the variables to show their fields by clicking on the + sign right left next to their names.
Posted Image

So what you need to do is:
* post the callstack
* click on the first line of the callstack that has arcemu-world.exe in it but doesn't have anything like "std::".
* post the locals, autos from that "frame".

---------------------------------------------------------------------------------------------------------------------------------------------------------------

Example crash report:
Platform: Windows Server 2003, x86_32
Version: Arcemu r3087
Player count: 0-6 players (1 online when the crash occured)
Uptime: 22 hours

Call stack:
msvcr90d.dll!operator delete(void * pUserData=0x229ab220) Line 52 + 0x51 bytes C++
arcemu-world.exe!std::allocator<std::_Tree_nod<std::_Tset_traits<Object *,std::less<Object *>,std::allocator<Object *>,0> >::_Node>::deallocate(std::_Tree_nod<std::_Tset_traits<Object *,std::less<Object *>,std::allocator<Object *>,0> >::_Node * _Ptr=0x229ab220, unsigned int __formal=1) Line 140 + 0x9 bytes C++
arcemu-world.exe!std::_Tree<std::_Tset_traits<Object *,std::less<Object *>,std::allocator<Object *>,0> >::_Erase(std::_Tree_nod<std::_Tset_traits<Object *,std::less<Object *>,std::allocator<Object *>,0> >::_Node * _Rootnode=0x229ab220) Line 1173 C++
arcemu-world.exe!std::_Tree<std::_Tset_traits<Object *,std::less<Object *>,std::allocator<Object *>,0> >::clear() Line 972 C++
arcemu-world.exe!std::_Tree<std::_Tset_traits<Object *,std::less<Object *>,std::allocator<Object *>,0> >::erase(std::_Tree<std::_Tset_traits<Object *,std::less<Object *>,std::allocator<Object *>,0> >::const_iterator _First=0xdddddddd {m_inrangechangelock={...} m_walkSpeed=??? m_runSpeed=??? ...}, std::_Tree<std::_Tset_traits<Object *,std::less<Object *>,std::allocator<Object *>,0> >::const_iterator _Last=0xcdcdcdcd {m_inrangechangelock={...} m_walkSpeed=??? m_runSpeed=??? ...}) Line 938 C++
arcemu-world.exe!std::_Tree<std::_Tset_traits<Object *,std::less<Object *>,std::allocator<Object *>,0> >::erase(Object * const & _Keyval=0x1ee88e30) Line 953 + 0x4c bytes C++
> arcemu-world.exe!MapCell::RemoveObject(Object * obj=0x1ee88e30) Line 59 C++
arcemu-world.exe!MapMgr::ChangeObjectLocation(Object * obj=0x1ee88e30) Line 770 C++
arcemu-world.exe!Object::SetPosition(float newX=-8327.0391, float newY=1428.0930, float newZ=0.00000000, float newOrientation=0.00000000, bool allowPorting=false) Line 903 C++
arcemu-world.exe!Transporter::UpdatePosition() Line 338 C++
arcemu-world.exe!CallbackP0<Transporter>::operator()() Line 51 + 0x1f bytes C++
arcemu-world.exe!CallbackP0<Transporter>::execute() Line 52 + 0x16 bytes C++
arcemu-world.exe!EventableObjectHolder::Update(__int64 time_difference=109) Line 360 + 0x14 bytes C++
arcemu-world.exe!MapMgr::_PerformObjectDuties() Line 1495 C++
arcemu-world.exe!MapMgr::Do() Line 1340 C++
arcemu-world.exe!MapMgr::run() Line 1261 + 0xb bytes C++
arcemu-world.exe!thread_proc(void * param=0x01c2bd30) Line 264 + 0x13 bytes C++


Autos from frame arcemu-world.exe!MapCell::RemoveObject(Object * obj=0x1ee88e30):
_objects [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
- obj 0x1ee88e30 {m_pathTime=256299 m_timer=18116 mCurrentWaypoint=(18005,{mapid=0 x=-8327.0391 y=1428.0930 ...}) ...} Object *
+ [Transporter] {m_pathTime=256299 m_timer=18116 mCurrentWaypoint=(18005,{mapid=0 x=-8327.0391 y=1428.0930 ...}) ...} Transporter
+ EventableObject {m_event_Instanceid=1899 m_lock={...} m_events=[1]((...,...) ...} EventableObject
+ m_inrangechangelock {cs={...} } Mutex
m_walkSpeed 2.5000000 float
m_runSpeed 7.0000000 float
m_backWalkSpeed 4.5000000 float
m_swimSpeed 4.7222219 float
m_backSwimSpeed 2.5000000 float
m_turnRate 3.1415930 float
m_flySpeed 7.0000000 float
m_backFlySpeed 4.5000000 float
m_base_runSpeed 7.0000000 float
m_base_walkSpeed 2.5000000 float
m_phase 1 unsigned int
+ m_faction 0x04856e88 {ID=??? Faction=??? FactionGroup=??? ...} FactionTemplateDBC *
+ m_factionDBC 0x04868960 {ID=??? RepListId=??? RaceMask=0x04868968 ...} FactionDBC *
Active false bool
m_inQueue false bool
+ m_wowGuid {oldguid=2287828610704402504 guidmask='Ç' guidfields=0x1ee88ec1 "HèÀ" ...} WoWGuid
m_objectTypeId 5 '' unsigned char
m_zoneId 0 unsigned int
m_mapId 0 unsigned int
+ m_mapMgr 0x1a43c508 {m_forcedcells=[0]() m_objectinsertlock={...} m_objectinsertpool=[0]() ...} MapMgr *
+ m_mapCell 0x1ef39e30 {_respawnObjects=[0]() _x=381 _y=234 ...} MapCell *
+ m_position {x=-8327.0391 y=1428.0930 z=0.00000000 ...} LocationVector
+ m_lastMapUpdatePosition {x=-8327.0391 y=1428.0930 z=0.00000000 ...} LocationVector
+ m_spawnLocation {x=0.00000000 y=0.00000000 z=0.00000000 ...} LocationVector
mSemaphoreTeleport false bool
+ m_uint32Values 0x1ee89038 unsigned int *
+ m_floatValues 0x1ee89038 float *
m_valuesCount 18 unsigned short
+ m_updateMask {mUpdateMask=0x1ee0b088 mCount=18 mBlocks=1 } UpdateMask
m_objectUpdated false bool
m_objectsInRange [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
m_inRangePlayers [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
m_oppFactsInRange [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
m_sameFactsInRange [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
m_instanceId 1899 int
m_extensions [...]() std::map<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,void *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,void *> > > *
m_loadedFromDB false bool
- this 0x1ef39e30 {_respawnObjects=[0]() _x=381 _y=234 ...} MapCell * const
_respawnObjects [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
_x 381 unsigned short
_y 234 unsigned short
_objects [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
_active false bool
_loaded false bool
_unloadpending false bool
_playerCount 0 unsigned short
+ _mapmgr 0x1a43c508 {m_forcedcells=[0]() m_objectinsertlock={...} m_objectinsertpool=[0]() ...} MapMgr *
+ m_objectlock {cs={...} } Mutex


Locals from frame arcemu-world.exe!MapCell::RemoveObject(Object * obj=0x1ee88e30):
- this 0x1ef39e30 {_respawnObjects=[0]() _x=381 _y=234 ...} MapCell * const
_respawnObjects [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
_x 381 unsigned short
_y 234 unsigned short
_objects [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
_active false bool
_loaded false bool
_unloadpending false bool
_playerCount 0 unsigned short
+ _mapmgr 0x1a43c508 {m_forcedcells=[0]() m_objectinsertlock={...} m_objectinsertpool=[0]() ...} MapMgr *
+ m_objectlock {cs={...} } Mutex
- obj 0x1ee88e30 {m_pathTime=256299 m_timer=18116 mCurrentWaypoint=(18005,{mapid=0 x=-8327.0391 y=1428.0930 ...}) ...} Object *
+ [Transporter] {m_pathTime=256299 m_timer=18116 mCurrentWaypoint=(18005,{mapid=0 x=-8327.0391 y=1428.0930 ...}) ...} Transporter
+ EventableObject {m_event_Instanceid=1899 m_lock={...} m_events=[1]((...,...) ...} EventableObject
+ m_inrangechangelock {cs={...} } Mutex
m_walkSpeed 2.5000000 float
m_runSpeed 7.0000000 float
m_backWalkSpeed 4.5000000 float
m_swimSpeed 4.7222219 float
m_backSwimSpeed 2.5000000 float
m_turnRate 3.1415930 float
m_flySpeed 7.0000000 float
m_backFlySpeed 4.5000000 float
m_base_runSpeed 7.0000000 float
m_base_walkSpeed 2.5000000 float
m_phase 1 unsigned int
+ m_faction 0x04856e88 {ID=??? Faction=??? FactionGroup=??? ...} FactionTemplateDBC *
+ m_factionDBC 0x04868960 {ID=??? RepListId=??? RaceMask=0x04868968 ...} FactionDBC *
Active false bool
m_inQueue false bool
+ m_wowGuid {oldguid=2287828610704402504 guidmask='Ç' guidfields=0x1ee88ec1 "HèÀ" ...} WoWGuid
m_objectTypeId 5 '' unsigned char
m_zoneId 0 unsigned int
m_mapId 0 unsigned int
+ m_mapMgr 0x1a43c508 {m_forcedcells=[0]() m_objectinsertlock={...} m_objectinsertpool=[0]() ...} MapMgr *
+ m_mapCell 0x1ef39e30 {_respawnObjects=[0]() _x=381 _y=234 ...} MapCell *
+ m_position {x=-8327.0391 y=1428.0930 z=0.00000000 ...} LocationVector
+ m_lastMapUpdatePosition {x=-8327.0391 y=1428.0930 z=0.00000000 ...} LocationVector
+ m_spawnLocation {x=0.00000000 y=0.00000000 z=0.00000000 ...} LocationVector
mSemaphoreTeleport false bool
+ m_uint32Values 0x1ee89038 unsigned int *
+ m_floatValues 0x1ee89038 float *
m_valuesCount 18 unsigned short
+ m_updateMask {mUpdateMask=0x1ee0b088 mCount=18 mBlocks=1 } UpdateMask
m_objectUpdated false bool
m_objectsInRange [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
m_inRangePlayers [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
m_oppFactsInRange [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
m_sameFactsInRange [0]() std::set<Object *,std::less<Object *>,std::allocator<Object *> >
m_instanceId 1899 int
m_extensions [...]() std::map<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,void *,std::less<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,void *> > > *
m_loadedFromDB false bool
"The demand for free goods is infinite."
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#2 User is offline   Holow 

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Posted 28 December 2009 - 02:30 PM

Thank you this is very helpful ;)

How far do you need to expand the autos and locals? (Do you need to click all the pluses?)
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#3 User is offline   homsikpanda 

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Posted 29 April 2010 - 09:00 AM

posted in the wrong area ^____^;

thx for the how-to =D
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#4 User is offline   Lebn 

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Posted 10 June 2010 - 06:31 PM

how much RAM do I need to be able to do this?
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#5 User is offline   dfighter 

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Posted 10 June 2010 - 06:33 PM

View PostLebn, on 10 June 2010 - 06:31 PM, said:

how much RAM do I need to be able to do this?

Just as much as for Arcemu.
"The demand for free goods is infinite."
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#6 User is offline   Lebn 

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Posted 10 June 2010 - 07:06 PM

1.5 GB good? because im buying a VPS.....
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#7 User is offline   dfighter 

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Posted 10 June 2010 - 07:48 PM

View PostLebn, on 10 June 2010 - 07:06 PM, said:

1.5 GB good? because im buying a VPS.....

Should be enough. :)
"The demand for free goods is infinite."
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#8 User is offline   Lebn 

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Posted 10 June 2010 - 08:37 PM

Thanks :)
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#9 User is offline   Vanquisher 

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Posted 29 October 2011 - 07:20 AM

What if my Autos been close..where shud i find it?
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#10 User is offline   dfighter 

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Posted 29 October 2011 - 07:47 AM

Maybe post a screenshot so we understand your problem?
"The demand for free goods is infinite."
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#11 User is offline   Vanquisher 

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Posted 29 October 2011 - 11:26 AM

hmm..wait
Posted Image

I'm Sorry..it's to small

Posted Image
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#12 User is offline   dfighter 

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Posted 29 October 2011 - 11:42 AM

well 160x120 is indeed a little bit too small, could you post normal sized pictures? lol
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#13 User is offline   Vanquisher 

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Posted 29 October 2011 - 08:51 PM

How? I cant paste Printscreen
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#14 User is offline   dfighter 

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Posted 29 October 2011 - 08:57 PM

No you can't, but you can upload it to sites like http://tinypic.com/ or http://imageshack.us/
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#15 User is offline   Vanquisher 

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Posted 29 October 2011 - 09:09 PM

Posted Image
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#16 User is offline   jackpoz 

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Posted 30 October 2011 - 02:03 AM

Autos is the least of the problems, it says. "no source available" so your crashdump is useless. Did you build ArcEmu in Release, RelWithDebInfo or Debug?
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#17 User is offline   dfighter 

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Posted 30 October 2011 - 10:27 AM

It's still too small but the name of the crashdump contains the Arcemu revision and it seems to be 3554, which is very old.
Why not use a newer one?
Is this some kind of a repack?
If so we cannot help you anyways, only the author of the repack can.
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#18 User is offline   Vanquisher 

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Posted 31 October 2011 - 05:51 AM

ok...i use the newest one... wait i download
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#19 User is offline   ak47sigh 

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Posted 28 November 2012 - 07:17 AM

Wrote in this issue: https://github.com/a...cemu/issues/317

Use ingame:

Quote

.worldport 571 4484.18 -3626.78 240.93

after 2-3 seconds I think when you get in combat with the mobs there, you get server crash

Operating system Windows 7 enterprise 64bit

Upon pressing the F5 button, appears the break button and a message:

Quote

Unhandled exception at 0x01230518 in dump-world.exe-a178a00-2012-11-27-21-43-7-5496.dmp: 0xC0000005: Access violation reading location 0x00000114.


Call stack location:

Quote

world.exe!01230518()


Call stack:

Quote

> world.exe!01230518()
[Frames below may be incorrect and/or missing, no symbols loaded for world.exe]
world.exe!013a6549()
world.exe!013d172c()
world.exe!013a78f6()
world.exe!013a2a51()
world.exe!013abf2d()
world.exe!013acc52()
world.exe!01393878()
world.exe!0133fb67()
world.exe!012a13d6()
world.exe!013098cd()
world.exe!0130c40c()
world.exe!01466aab()
world.exe!0130c746()
world.exe!01436ea4()
kernel32.dll!755933aa()
ntdll.dll!77d99ef2()
ntdll.dll!77d99ec5()

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#20 User is offline   dfighter 

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Posted 01 December 2012 - 02:27 PM

View Postak47sigh, on 28 November 2012 - 07:17 AM, said:

Wrote in this issue: https://github.com/a...cemu/issues/317

Use ingame:
after 2-3 seconds I think when you get in combat with the mobs there, you get server crash

Operating system Windows 7 enterprise 64bit

Upon pressing the F5 button, appears the break button and a message:



Call stack location:



Call stack:


Usually this is caused by one of the two:
  • Release instead of debug build
  • Trying to debug on a machine that doesn't have the original build files ( for example, you build on your own PC, and then host on another, and you try to debug on your host )

"The demand for free goods is infinite."
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