Are you running some kind of threaded DNS code?

Do you have a test mud?  If not make one... then connect to it 5 times.
Can you reproduce the problem?  Reproducability is the key to fixability.

If you are not running threaded code, and the mud crashes then the core
that's dumped should be accurate. (check the time stamp)

Anyway, whenever you can isolate the problem, do so.
Bring up another mud to test with, (run via GDB if you like) and connect to
it until it crashes. Examine core.

If you're running threaded stuff, take it out.  Rinse, Wash, Repeat.


>-----Original Message-----
>From: Ben [mailto:[EMAIL PROTECTED]
>Sent: Tuesday, June 04, 2002 5:18 AM
>To: [email protected]
>Subject: Connect/Disconnect Problems
>
>
>I'm experiencing some problems on my mud where someone 
>connects to the mud,
>but does not login, then immediately disconnects. This causes 
>the mud to
>crash. The thing that puzzles me is that it only happens one 
>in five times. 
>
>Using GDB on the mud did not provide any useful data - nothing that had
>anything to do with the connection code; only ingame commands 
>(i know these
>commands wont cause it, as there were no players on the mud, 
>when i crashed
>it).
>
>Any ideas? I've searched and searched through the new_descriptor,
>close_socket and close_socket2 functions, but I could not find 
>anything in
>there that would cause the mud to crash (I compared it with a 
>stock version
>of the code). 
>
>
>Thanks,
>Skorpian of Immortal Conflict
>
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