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Łóżko i crash serwera. Odkodowanie gracza

Cebulka02

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Witajcie . Jest problem. Coś wywaliło serwer i jest to coś związanego z łóżkiem. Miałem taki problem z nowym venore więc wymieniłem wszystkie łóżka w Venore i 2 tyg był spokój. Teraz powraca ten problem.
#0 0x00007f016c2d14c7 in ?? () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
(gdb) bt
#0 0x00007f016c2d14c7 in ?? () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#1 0x0000000000587395 in std::_Rb_tree_iterator<std:air<std::string const, ItemAttribute> >:perator-- (this=0x7f0169957080)
at /usr/include/c++/4.7/bits/stl_tree.h:203
#2 0x00000000005871bd in std::_Rb_tree<std::string, std:air<std::string const, ItemAttribute>, std::_Select1st<std:air<std::string const, ItemAttribute> >, std::less<std::string>, std::allocator<std:air<std::string const, ItemAttribute> > >::_M_insert_unique (this=0x119c0830, __v=...)
at /usr/include/c++/4.7/bits/stl_tree.h:1295
#3 0x000000000058698c in std::_Rb_tree<std::string, std:air<std::string const, ItemAttribute>, std::_Select1st<std:air<std::string const, ItemAttribute> >, std::less<std::string>, std::allocator<std:air<std::string const, ItemAttribute> > >::_M_insert_unique_ (this=0x119c0830, __position=..., __v=...)
at /usr/include/c++/4.7/bits/stl_tree.h:1348
#4 0x00000000005863cc in std::map<std::string, ItemAttribute, std::less<std::string>, std::allocator<std:air<std::string const, ItemAttribute> > >::insert (
this=0x119c0830, __position=..., __x=...)
at /usr/include/c++/4.7/bits/stl_map.h:576
#5 0x0000000000585dcc in std::map<std::string, ItemAttribute, std::less<std::string>, std::allocator<std:air<std::string const, ItemAttribute> > >:perator[] (this=0x119c0830, __k=...) at /usr/include/c++/4.7/bits/stl_map.h:458
#6 0x0000000000584371 in ItemAttributes::setAttribute (this=0x8f9dc810,
key=0x72770d "description", value=...) at itemattributes.cpp:53
---Type <return> to continue, or q <return> to quit---bt
#7 0x000000000042ad7b in Item::setSpecialDescription (this=0x8f9dc810,
description=...) at item.h:210
#8 0x0000000000429dfb in BedItem::internalRemoveSleeper (this=0x8f9dc810)
at beds.cpp:230
#9 0x00000000004298b1 in BedItem::wakeUp (this=0x8f9dc810) at beds.cpp:163
#10 0x0000000000661220 in Player:nCreatureAppear (this=0x7f01651ca1b0,
creature=0x7f01651ca1b0) at player.cpp:1397
#11 0x00000000004dcf29 in Game:laceCreature (this=0xa9d880,
creature=0x7f01651ca1b0, pos=..., extendedPos=false, forced=false)
at game.cpp:982
#12 0x0000000000685f95 in ProtocolGame::login (this=0x7f015d902420, name=...,
id=1395, operatingSystem=CLIENTOS_WINDOWS, version=973, gamemaster=false)
at protocolgame.cpp:266
#13 0x00000000006b0ce4 in boost::_mfi::mf6<bool, ProtocolGame, std::string const&, unsigned int, std::string const&, OperatingSystem_t, unsigned short, bool>:perator() (this=0x6e0e94f0, p=0x7f015d902420, a1=..., a2=1395, a3=...,
a4=CLIENTOS_WINDOWS, a5=973, a6=false)
at /usr/include/boost/bind/mem_fn_template.hpp:732
#14 0x00000000006ae61d in boost::_bi::list7<boost::_bi::value<ProtocolGame*> , boost::_bi::value<std::string>, boost::_bi::value<unsigned int>, boost::_bi::value<std::string>, boost::_bi::value<OperatingSystem_t>, boost::_bi::value<unsigned short>, boost::_bi::value<bool> >:perator()<bool, boost::_mfi::mf6<bool, ProtocolGame, std::string const&, unsigned int, std::string const&, OperatingSystem_t---Type <return> to continue, or q <return> to quit---bt
, unsigned short, bool>, boost::_bi::list0> (this=0x6e0e9500, f=..., a=...)
at /usr/include/boost/bind/bind.hpp:660
#15 0x00000000006abddc in boost::_bi::bind_t<bool, boost::_mfi::mf6<bool, ProtocolGame, std::string const&, unsigned int, std::string const&, OperatingSystem_t, unsigned short, bool>, boost::_bi::list7<boost::_bi::value<ProtocolGame*> , boost::_bi::value<std::string>, boost::_bi::value<unsigned int>, boost::_bi::value<std::string>, boost::_bi::value<OperatingSystem_t>, boost::_bi::value<unsigned short>, boost::_bi::value<bool> > >:perator() (this=0x6e0e94f0)
at /usr/include/boost/bind/bind_template.hpp:20
#16 0x00000000006a99f2 in boost::detail::function::void_function_obj_invoker 0<boost::_bi::bind_t<bool, boost::_mfi::mf6<bool, ProtocolGame, std::string const&, unsigned int, std::string const&, OperatingSystem_t, unsigned short, bool>, boost::_bi::list7<boost::_bi::value<ProtocolGame*> , boost::_bi::value<std::string>, boost::_bi::value<unsigned int>, boost::_bi::value<std::string>, boost::_bi::value<OperatingSystem_t>, boost::_bi::value<unsigned short>, boost::_bi::value<bool> > >, void>::invoke (function_obj_ptr=...)
at /usr/include/boost/function/function_template.hpp:153
#17 0x00000000004d4b30 in boost::function0<void>:perator() (this=0x4d0a39d0)
at /usr/include/boost/function/function_template.hpp:760
#18 0x00000000004d43f6 in Task:perator() (this=0x4d0a39c0) at dispatcher.h:34
#19 0x00000000004d3395 in Dispatcher::dispatcherThread (this=0xa9aca0)
at dispatcher.cpp:71
#20 0x00000000004d6505 in boost::_mfi::mf0<void, Dispatcher>:perator() (
---Type <return> to continue, or q <return> to quit---bt
this=0xac0b48, p=0xa9aca0)
at /usr/include/boost/bind/mem_fn_template.hpp:49
#21 0x00000000004d6469 in boost::_bi::list1<boost::_bi::value<Dispatcher*> >:perator()<boost::_mfi::mf0<void, Dispatcher>, boost::_bi::list0> (
this=0xac0b58, f=..., a=...) at /usr/include/boost/bind/bind.hpp:253
#22 0x00000000004d640c in boost::_bi::bind_t<void, boost::_mfi::mf0<void, Dispatcher>, boost::_bi::list1<boost::_bi::value<Dispatcher*> > >:perator() (
this=0xac0b48) at /usr/include/boost/bind/bind_template.hpp:20
#23 0x00000000004d6260 in boost::detail::thread_data<boost::_bi::bind_t<void , boost::_mfi::mf0<void, Dispatcher>, boost::_bi::list1<boost::_bi::value<Dispatcher*> > > >::run (this=0xac09c0) at /usr/include/boost/thread/detail/thread.hpp:62
#24 0x00007f016d99e629 in ?? () from /usr/lib/libboost_thread.so.1.49.0
#25 0x00007f016c8deb50 in start_thread ()
from /lib/x86_64-linux-gnu/libpthread.so.0
#26 0x00007f016bb10a7d in clone () from /lib/x86_64-linux-gnu/libc.so.6
#27 0x0000000000000000 in ?? ()
Ma ktoś jakieś pomysły jak "odhaszować" gracza aby to poprawić bo niestety na serwerze gra już dosyć dużo osób i ciężko będzie odkryć czyja to wina.
 

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