> The snapshots that I've taken show both deadlocks and
> rollbacks.

Ouch!

Sounds like lock order.

"Player 1: grab lock A then lock B."
"Player 2: grap lock B then lock A."

Can you shorten up the timeout and deadlock detection intervals to make the
race condition quicker to trigger?

Let me guess, this is client/server with WinDos apps running directly
against your production database?

-HJC

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