Locks are the result of a stored procedure placing a lock on the data to prevent changes while the procedure is querying or updating the row. The cause of these locks is a design flaw in the coding itself. I'm not sure why it is the way it is, nFlavor must have used these files in some sort of working server at some point or another.
A deadlock happens when the SQL server enters an endless loop of requesting locked data and not being able to unlock (release) it. The gameserver crashes whenever it encounters this error.
Quote:
SHARED - This lock is applied for read operation where the data is not updated. A good example would be the select statement.
UPDATE – This locked on those resources that can be updated. This lock prevents the common form of dead lock that occurs when multiple sessions are locking the data so that they can update it later.
EXCLUSIVE - Used for data-modification operations, such as INSERT, UPDATE, or DELETE. Ensures that multiple updates cannot be made to the same resource at the same time.
INTENT - Used to establish a lock hierarchy. The different types of intent locks are: intent shared, intent exclusive, and shared with intent exclusive.
SCHEMA - Used when an operation dependent on the schema of a table is executing. The different types of schema locks are: schema modification and schema stability.
BULK UPDATE – This lock is applied when there is a bulk copying of data and the TABLOCK is applied
KEY RANGE - Protects the range of rows read by a query when using the serializable transaction isolation level. Ensures that other transactions cannot insert rows that would qualify for the queries of the serializable transaction if the queries were run again.
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I'm sick of providing support for this via MSN/PM. Do not contact me any more. You have the cause and a small explanation, you can fix it yourself.