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You're posting this in a thread which does the exact same thing, only better. Next time, look around a bit.

Have you guys considered opening a 0.12 branch of this system? I pulled a patch and converted it, but it would be much easier to just have a branch. I can help out if necessary.

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@Patman128 Why don't you move forward instead of stay at

Have you guys considered opening a 0.12 branch of this system? I pulled a patch and converted it, but it would be much easier to just have a branch. I can help out if necessary.

Just a thought :)

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Thank to Winslow for fixing my bugs :D Unfortunately, I pulled to HEAD -after- building and commiting my stuff.

Somebody knows for sure? Will git merge when doing git-pull when I only did git-add for files changed by me? Well, normally I add and then commit it to be sure my changes won't be overwritten...

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Ok, mates. I'm planning on implementing the combat orders to the combat behaviour of the AI. The thing is I'm not sure what will be the best way of doing this in the future. But I think it would be best way to add the combat order behaviour stuff to PlayerbotAI instead of PlayerbotClassAI. First thought it could have some advantages to have this managed in the different class AIs. But does it really make a difference? I.e. if I tell a Shaman to also protect the Healer it would be no difference if I tell a Paladin to protect the healer, right? Both would change there current target to one of the combatants attacking the healer. No matter what class they are. Some suggestions would be nice - Think I have some free time next week to really implement the behaviour stuff.

Btw., are there any experience reports with the new stuff? I'm interested in hearing some critiques/meanings about the movement orders!

I managed to play Blackfathom Deeps with no problems - apart from missing scripting to open the door to Aku'mai's Lair, had to change some states in the DB to have the door opened by default. All my 5 chars were between 22-24. And it was mixed with warrior, hunter, rogue, priest and pala. Everything went smoothly! :)

[Edit]: And I realized it has some advantages to add macros for /wave and /stand and to add keys to those macros. Makes group management easier and much faster

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Hello, I have adapted playerbot to 8090.

diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp
index 12b874e..7ea0838 100644
--- a/src/game/Creature.cpp
+++ b/src/game/Creature.cpp
@@ -1545,15 +1545,15 @@ void Creature::setDeathState(DeathState s)
        RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);

        // Playerbot mod
-        AddUnitMovementFlag(MONSTER_MOVE_WALK);
-        AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+        AddMonsterMoveFlag(MONSTER_MOVE_WALK);
+        //AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
        //SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag);
        if(isBotGiver())
            SetUInt32Value(UNIT_NPC_FLAGS, 1);
        else
        // End Playerbot mod

-        AddUnitMovementFlag(MONSTER_MOVE_WALK);
+        AddMonsterMoveFlag(MONSTER_MOVE_WALK);
        SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag);
        clearUnitState(UNIT_STAT_ALL_STATE);
        i_motionMaster.Clear();
diff --git a/src/game/PlayerbotAI.cpp b/src/game/PlayerbotAI.cpp
index 46d6119..4dcdba5 100644
--- a/src/game/PlayerbotAI.cpp
+++ b/src/game/PlayerbotAI.cpp
@@ -805,7 +805,8 @@ void PlayerbotAI::HandleBotOutgoingPacket(const WorldPacket& packet)
            uint64 guid = extractGuid(p);
            if (guid != m_bot->GetGUID())
                return;
-            m_bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
+            //m_bot->AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
+            m_bot->m_movementInfo.AddMovementFlag(MOVEMENTFLAG_FLYING2);
            //m_bot->SetSpeed(MOVE_RUN, m_master->GetSpeed(MOVE_FLIGHT) +0.1f, true);
            return;
        }
@@ -817,7 +818,8 @@ void PlayerbotAI::HandleBotOutgoingPacket(const WorldPacket& packet)
            uint64 guid = extractGuid(p);
            if (guid != m_bot->GetGUID())
                return;
-            m_bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING2);
+            //m_bot->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING2);
+            m_bot->m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_FLYING2);
            //m_bot->SetSpeed(MOVE_RUN,m_master->GetSpeedRate(MOVE_RUN),true);
            return;
        }

Can I have an access to github/playerbot/mangos to push it?

My username is guillaumederval

Sorry for bad english

Thanks.

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Hello all,

PlayerBot is absolutely awesome! But since the latest updates I'm experiencing server crashes while using the PlayerBots.

I'm currently using Mangos Rev. 8097, ScriptDev2 Rev. 1186, PSDB Rev. 222, AH-Bot from Naicisum (004-hotfix-01), and PlayerBot (not sure about the rev number here, downloaded & compiled fresh this morning at 3am)

Server population is around 20-30 users, running with VMAP and collision support on (but disabled for the large continents).

If you need any more info, feel free to message me. :)

Here's the crash log in case it is of any use to you:

Revision: * * 8097 59614bb7737706ada7b4ac0b1cb683c15aa1a5e7
Date 30:6:2009. Time 14:23 
//=====================================================
*** Hardware ***
Processor: Intel(R) Pentium(R) Dual  CPU  E2180  @ 2.00GHz
Number Of Processors: 2
Physical Memory: 2096268 KB (Available: 1217612 KB)
Commit Charge Limit: 4194303 KB

*** Operation System ***
Microsoft Windows Server 2003 Enterprise Edition Service Pack 2 (Version 5.2, Build 3790)

//=====================================================
Exception code: C0000005 ACCESS_VIOLATION
Fault address:  007BEECA 01:003BDECA D:\\White Widow Realms\\MaNGOS\\mangosd.exe

Registers:
EAX:19139958
EBX:12159EC8
ECX:00000000
EDX:00000000
ESI:00000000
EDI:009228F0
CS:EIP:0023:007BEECA
SS:ESP:002B:0F7C374C  EBP:0F7C3770
DS:002B  ES:002B  FS:0053  GS:002B
Flags:00010246

Call stack:
Address   Frame     Function      SourceFile
007BEECA  00000000  PlayerbotAI::DoNextCombatManeuver+2A
007C15FB  00000000  PlayerbotAI::UpdateAI+66B
004CE63F  00000000  Player::Update+20F
004AA389  00000000  Map::Update+D9
004B0573  00000000  InstanceMap::Update+13
00897607  00000000  MapInstanced::Update+117
0066829A  00000000  MapManager::Update+17A
00643B1E  00000000  World::Update+7EE
0043857E  00000000  WorldRunnable::run+8E
00922907  00000000  ACE_Based::Thread::ThreadTask+17
00CB14D4  00000000  __WSAFDIsSet+FFFFFFFFFFFCC45C
78543433  00000000  _endthreadex+44
785434C7  00000000  _endthreadex+D8
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61C858  00000000  ZwReadFile+15
00BD5EDB  00000000  LookupPrivilegeValueW+114
00BD5F82  00000000  LookupPrivilegeValueW+1BB
00C275AF  00000000  StartServiceCtrlDispatcherA+93
009220EC  00000000  WinServiceRun+2C
0043366B  00000000  main+1FB
00438CFB  00000000  __tmainCRTStartup+10F
7D4E7D2A  00000000  BaseProcessInitPostImport+8D

Call stack:
Address   Frame     Function      SourceFile
7D61C828  00000000  ZwWaitForSingleObject+15
7D4D8BF1  00000000  WaitForSingleObject+12
00C69C64  00000000  __WSAFDIsSet+FFFFFFFFFFF84BEC
00CD64DA  00000000  __WSAFDIsSet+FFFFFFFFFFFF1462
00CD269F  00000000  __WSAFDIsSet+FFFFFFFFFFFED627
00664A4A  00000000  WorldSocketMgr::Wait+4A
0CECE95C  00000000  0000:00000000 
0CECE95C  00000000  0000:00000000 
6C696146  00000000

Hope it helps!

Cheers,

Porsj

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@Porsj: Thx for the info bout this crashes! Did you compile MaNGOS using VC++? Is it installed on the 2k3 Server? If yes, could you please run it in a debug session for a more detailed stack trace and to be able to tell what variable was accessed? Would be helpful!

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I created a new class called PlayerbotMgr. This class manages all bots for a master and provides methods to add bots, remove bots, get bot by GUID, filter master's packets. Previously all these functions were scattered around the Mangos code and static functions inside PlayerbotAI.

This class will hopefully in time be used for coordination for the bots. The PlayerbotMgr class has an updateAI method which gets called every tick. For now its empty, but in the future I foresee this method being used to give its bots default orders according to the situation. The real life player could also issue commands to this class and this class would then issue the appropriate orders to the bots. This could also work in reverse to. Methods could be added to this class that the Bot AI can call when it recognizes that it needs a heal, cure, help, etc..

Bots for a player are now owned by a PlayerbotMgr object which is owned by the master's Player object. Previously bots were owned by the master's WorldSession which persisted through player login/logout which wasn't a good thing.

Now as soon as the master clicks logout, bots automatically disconnect. This makes it easy to log out all bots and continue to stay in game if you click cancel before the 20 seconds are up.

The PlayerbotAI class is now linked to its PlayerbotMgr class not the Player object for the master. You can get the master Player using the GetMaster() accessor.

I also did a "git diff mangos/master" and resyncronized the code to the mangos base. This removed some stale code. The VC++ project file is now the same as the mangos project one except for the Playerbot additions. I don't have windows to test it so hopefully I didn't screw it up. I also tagged all Playerbot additions to mangos code file with comment "// Playerbot" so you can search for all Playerbot additions easily.

I also pulled the latest mangos code.

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Hello all,

I compiled a debug mangos version and did some testing.

It's easy to recreate a crash, summon any bot, duel it, and try to strike it ;-)

Just a first crash log, more to come if you're interested... and to answer your question Runsttren, yes it's running on Windows :) (i use the same machine for compiling as well)

Revision: * * 8106 42b1a6618c13f86db0b3c721c23aeada5ab8fa6c
Date 2:7:2009. Time 5:8 
//=====================================================
*** Hardware ***
Processor: Intel(R) Pentium(R) Dual  CPU  E2180  @ 2.00GHz
Number Of Processors: 2
Physical Memory: 2096268 KB (Available: 818788 KB)
Commit Charge Limit: 4194303 KB

*** Operation System ***
Microsoft Windows Server 2003 Enterprise Edition Service Pack 2 (Version 5.2, Build 3790)

//=====================================================
Exception code: C0000005 ACCESS_VIOLATION
Fault address:  0085717A 02:0004C17A D:\\White Widow Realms\\Development\\mangosd.exe

Registers:
EAX:00000000
EBX:140E23E0
ECX:00000000
EDX:1C483168
ESI:077EFC08
EDI:077EFAF0
CS:EIP:0023:0085717A
SS:ESP:002B:077EFA4C  EBP:077EFA54
DS:002B  ES:002B  FS:0053  GS:002B
Flags:00010212

Call stack:
Address   Frame     Function      SourceFile
0085717A  00000000  Unit::isDead+1A  c:\\development\\test\\src\\game\\unit.h line 1141
00DAA06B  00000000  PlayerbotAI::DoNextCombatManeuver+3B  c:\\development\\test\\src\\game\\playerbotai.cpp line 1146
00DAC1FB  00000000  PlayerbotAI::UpdateAI+48B  c:\\development\\test\\src\\game\\playerbotai.cpp line 1740
0098C067  00000000  Player::Update+217  c:\\development\\test\\src\\game\\player.cpp line 1120
00959E32  00000000  Map::Update+E2  c:\\development\\test\\src\\game\\map.cpp line 558
00BE0EF3  00000000  MapManager::Update+103  c:\\development\\test\\src\\game\\mapmanager.cpp line 256
00BA1509  00000000  World::Update+409  c:\\development\\test\\src\\game\\world.cpp line 1566
008C38B4  00000000  WorldRunnable::run+94  c:\\development\\test\\src\\mangosd\\worldrunnable.cpp line 66
00F2A8B1  00000000  ACE_Based::Thread::ThreadTask+21  c:\\development\\test\\src\\shared\\threading.cpp line 159
0170B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 90
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61C828  00000000  ZwWaitForSingleObject+15
7D4D8BF1  00000000  WaitForSingleObject+12
01701429  00000000  ACE_OS::thr_join+39  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_thread.inl line 2804
01754D00  00000000  ACE_Thread::join+10  c:\\development\\test\\dep\\ace_wrappers\\ace\\thread.inl line 137
0175B2BB  00000000  ACE_Thread_Manager::wait_task+2DB  c:\\development\\test\\dep\\ace_wrappers\\ace\\thread_manager.cpp line 1795
017544FD  00000000  ACE_Task_Base::wait+2D  c:\\development\\test\\dep\\ace_wrappers\\ace\\task.cpp line 90
00BDAD2A  00000000  ReactorRunnable::Wait+1A  c:\\development\\test\\src\\game\\worldsocketmgr.cpp line 102
00BDB7B1  00000000  WorldSocketMgr::Wait+51  c:\\development\\test\\src\\game\\worldsocketmgr.cpp line 313
008BBC8B  00000000  Master::Run+5AB  c:\\development\\test\\src\\mangosd\\master.cpp line 321
008BB569  00000000  main+3B9  c:\\development\\test\\src\\mangosd\\main.cpp line 178
008C4618  00000000  __tmainCRTStartup+1A8  f:\\dd\\vctools\\crt_bld\\self_x86\\crt\\src\\crtexe.c line 586
008C445F  00000000  mainCRTStartup+F  f:\\dd\\vctools\\crt_bld\\self_x86\\crt\\src\\crtexe.c line 403
7D4E7D2A  00000000  BaseProcessInitPostImport+8D

Call stack:
Address   Frame     Function      SourceFile
7D61CCA8  00000000  ZwDelayExecution+15
7D4D14EF  00000000  Sleep+F
01708E15  00000000  ACE_OS::sleep+15  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_unistd.inl line 913
00F2AC17  00000000  ACE_Based::Thread::Sleep+47  c:\\development\\test\\src\\shared\\threading.cpp line 204
00F34129  00000000  SqlDelayThread::run+39  c:\\development\\test\\src\\shared\\database\\sqldelaythread.cpp line 38
00F2A8B1  00000000  ACE_Based::Thread::ThreadTask+21  c:\\development\\test\\src\\shared\\threading.cpp line 159
0170B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 90
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61CCA8  00000000  ZwDelayExecution+15
7D4D14EF  00000000  Sleep+F
01708E15  00000000  ACE_OS::sleep+15  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_unistd.inl line 913
00F2AC17  00000000  ACE_Based::Thread::Sleep+47  c:\\development\\test\\src\\shared\\threading.cpp line 204
00F34129  00000000  SqlDelayThread::run+39  c:\\development\\test\\src\\shared\\database\\sqldelaythread.cpp line 38
00F2A8B1  00000000  ACE_Based::Thread::ThreadTask+21  c:\\development\\test\\src\\shared\\threading.cpp line 159
0170B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 90
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61CCA8  00000000  ZwDelayExecution+15
7D4D14EF  00000000  Sleep+F
01708E15  00000000  ACE_OS::sleep+15  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_unistd.inl line 913
00F2AC17  00000000  ACE_Based::Thread::Sleep+47  c:\\development\\test\\src\\shared\\threading.cpp line 204
00F34129  00000000  SqlDelayThread::run+39  c:\\development\\test\\src\\shared\\database\\sqldelaythread.cpp line 38
00F2A8B1  00000000  ACE_Based::Thread::ThreadTask+21  c:\\development\\test\\src\\shared\\threading.cpp line 159
0170B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 90
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61D6C6  00000000  ZwGetContextThread+12
077EEA4C  00000000  0000:00000000 
008C17C9  00000000  WheatyExceptionReport::PrintTracesForAllThreads+109  c:\\development\\test\\src\\shared\\wheatyexceptionreport.cpp line 368
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61CCA8  00000000  ZwDelayExecution+15
7D4D14EF  00000000  Sleep+F
01708E15  00000000  ACE_OS::sleep+15  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_unistd.inl line 913
00F2AC17  00000000  ACE_Based::Thread::Sleep+47  c:\\development\\test\\src\\shared\\threading.cpp line 204
008BC8D0  00000000  RARunnable::run+240  c:\\development\\test\\src\\mangosd\\master.cpp line 183
00F2A8B1  00000000  ACE_Based::Thread::ThreadTask+21  c:\\development\\test\\src\\shared\\threading.cpp line 159
0170B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 90
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61C828  00000000  ZwWaitForSingleObject+15
7DB4093C  00000000  0001:0000093C C:\\WINDOWS\\system32\\MSWSOCK.dll
71C0283C  00000000  select+A1
016FD694  00000000  ACE_OS::select+54  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_sys_select.inl line 46
0167F31F  00000000  ACE_Select_Reactor_T<ACE_Reactor_Token_T<ACE_Token> >::wait_for_multiple_events+12F  c:\\development\\test\\dep\\ace_wrappers\\ace\\select_reactor_t.cpp line 1103
0176221A  00000000  ACE_TP_Reactor::get_event_for_dispatching+CA  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 476
01761C3C  00000000  ACE_TP_Reactor::Dispatch_i+2C  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 180
01761B92  00000000  ACE_TP_Reactor::handle_events+F2  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 173
01762792  00000000  ACE_TP_Reactor::handle_events+22  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 648
017260A1  00000000  ACE_Reactor::run_reactor_event_loop+51  c:\\development\\test\\dep\\ace_wrappers\\ace\\reactor.cpp line 271
00BDAE51  00000000  ReactorRunnable::svc+F1  c:\\development\\test\\src\\game\\worldsocketmgr.cpp line 167
01754AE7  00000000  ACE_Task_Base::svc_run+47  c:\\development\\test\\dep\\ace_wrappers\\ace\\task.cpp line 275
017556AD  00000000  ACE_Thread_Adapter::invoke_i+DD  c:\\development\\test\\dep\\ace_wrappers\\ace\\thread_adapter.cpp line 149
01755561  00000000  ACE_Thread_Adapter::invoke+D1  c:\\development\\test\\dep\\ace_wrappers\\ace\\thread_adapter.cpp line 98
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61C828  00000000  ZwWaitForSingleObject+15
7DB4093C  00000000  0001:0000093C C:\\WINDOWS\\system32\\MSWSOCK.dll
71C0283C  00000000  select+A1
016FD694  00000000  ACE_OS::select+54  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_sys_select.inl line 46
0167F31F  00000000  ACE_Select_Reactor_T<ACE_Reactor_Token_T<ACE_Token> >::wait_for_multiple_events+12F  c:\\development\\test\\dep\\ace_wrappers\\ace\\select_reactor_t.cpp line 1103
0176221A  00000000  ACE_TP_Reactor::get_event_for_dispatching+CA  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 476
01761C3C  00000000  ACE_TP_Reactor::Dispatch_i+2C  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 180
01761B92  00000000  ACE_TP_Reactor::handle_events+F2  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 173
01762792  00000000  ACE_TP_Reactor::handle_events+22  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 648
017260A1  00000000  ACE_Reactor::run_reactor_event_loop+51  c:\\development\\test\\dep\\ace_wrappers\\ace\\reactor.cpp line 271
00BDAE51  00000000  ReactorRunnable::svc+F1  c:\\development\\test\\src\\game\\worldsocketmgr.cpp line 167
01754AE7  00000000  ACE_Task_Base::svc_run+47  c:\\development\\test\\dep\\ace_wrappers\\ace\\task.cpp line 275
017556AD  00000000  ACE_Thread_Adapter::invoke_i+DD  c:\\development\\test\\dep\\ace_wrappers\\ace\\thread_adapter.cpp line 149
01755561  00000000  ACE_Thread_Adapter::invoke+D1  c:\\development\\test\\dep\\ace_wrappers\\ace\\thread_adapter.cpp line 98
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136
========================
Local Variables And Parameters

Call stack:
Address   Frame     Function      SourceFile
0085717A  00000000  Unit::isDead+1A  c:\\development\\test\\src\\game\\unit.h line 1141
punting on symbol this

00DAA06B  00000000  PlayerbotAI::DoNextCombatManeuver+3B  c:\\development\\test\\src\\game\\playerbotai.cpp line 1146
punting on symbol this

00DAC1FB  00000000  PlayerbotAI::UpdateAI+48B  c:\\development\\test\\src\\game\\playerbotai.cpp line 1740
punting on symbol pSpell
punting on symbol this
punting on symbol p_time
punting on symbol currentTime

0098C067  00000000  Player::Update+217  c:\\development\\test\\src\\game\\player.cpp line 1120
punting on symbol this
punting on symbol p_time
punting on symbol now
punting on symbol pet

00959E32  00000000  Map::Update+E2  c:\\development\\test\\src\\game\\map.cpp line 558
punting on symbol plr
punting on symbol this
punting on symbol t_diff
punting on symbol updater
punting on symbol world_object_update
punting on symbol grid_object_update

00BE0EF3  00000000  MapManager::Update+103  c:\\development\\test\\src\\game\\mapmanager.cpp line 256
punting on symbol iter
punting on symbol this
punting on symbol diff

00BA1509  00000000  World::Update+409  c:\\development\\test\\src\\game\\world.cpp line 1566
punting on symbol i
punting on symbol this
punting on symbol diff

008C38B4  00000000  WorldRunnable::run+94  c:\\development\\test\\src\\mangosd\\worldrunnable.cpp line 66
punting on symbol diff
punting on symbol this
punting on symbol realCurrTime
punting on symbol realPrevTime
punting on symbol prevSleepTime

00F2A8B1  00000000  ACE_Based::Thread::ThreadTask+21  c:\\development\\test\\src\\shared\\threading.cpp line 159
punting on symbol param
punting on symbol _task

0170B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 90
punting on symbol hook
punting on symbol this
punting on symbol func
punting on symbol status
punting on symbol arg

01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
punting on symbol args
punting on symbol thread_args
punting on symbol status

1023DFD3  00000000  _beginthreadex+243

1023DF69  00000000  _beginthreadex+1D9

7D4DFE21  00000000  FlsSetValue+136

========================
Global Variables
    <user defined> 'sDurabilityQualityStore$initializer$' = 121B940
    <user defined> 'MaNGOS::Singleton<MapManager,MaNGOS::ClassLevelLockable<MapManager,ACE_Thread_Mutex>,MaNGOS::OperatorNew<MapManager>,MaNGOS::ObjectLifeTime<MapManager> >::si_instance' = 14075F60
    <user defined> 'sCreatureDataAddonStorage$initializer$' = 1224B80
punting on symbol sCreatureSpellDataStore
punting on symbol G3D::Vector3::INF3
punting on symbol sSpellThreatStore
    char* 'GlyphPropertiesfmt'
    <user defined> 'Script' = 13D91118
    <user defined> 'sBarberShopStyleStore$initializer$' = 121B700
punting on symbol LootTemplates_Milling
    int '__sse2_available' = 1
punting on symbol sCurrencyTypesStore
    unsigned int 'ReputationRankStrIndex'
    <user defined> 'WorldDatabase$initializer$' = 121A850
    char* 'VMAP_MAGIC'
    char* 'VMAP_MAGIC'
punting on symbol sSpellRadiusStore
    char* 'TalentEntryfmt'
punting on symbol sItemLimitCategoryStore
    char* 'MapEntryfmt'
    int 'qualityToRate'
    char* 'barGoLink::full' = "="
    char* 'EquipmentInfofmt'
    unsigned int '__security_cookie_complement' = D7D44E4F
punting on symbol sGtChanceToMeleeCritStore

Revisions:

Mangos 8106

ScriptDev2 1194

PSDB 222

AHBot 004 Naicisum

Playerbot with collinsp latest updates

Hope it helps!

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Does playing with playerbots "normally" (ie. not dueling it, but just doing quests with it) crash the server? I'm planning to compile the next rev update with it, and I don't want a crashing server (so if it crashes, I'll wait a bit more to compile with it :P)

BTW, very nice work :D

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Yes it does,

Here is the log of a crash that ocurred while doing The Nexus.

I myself was a paladin, 4 bots attached: mage, warlock, priest & dk.

Revision: * * 8106 42b1a6618c13f86db0b3c721c23aeada5ab8fa6c
Date 2:7:2009. Time 13:18 
//=====================================================
*** Hardware ***
Processor: Intel(R) Pentium(R) Dual  CPU  E2180  @ 2.00GHz
Number Of Processors: 2
Physical Memory: 2096268 KB (Available: 766056 KB)
Commit Charge Limit: 4194303 KB

*** Operation System ***
Microsoft Windows Server 2003 Enterprise Edition Service Pack 2 (Version 5.2, Build 3790)

//=====================================================
Exception code: C0000005 ACCESS_VIOLATION
Fault address:  00927101 02:0011C101 D:\\White Widow Realms\\Development\\mangosd.exe

Registers:
EAX:0000022C
EBX:140E2910
ECX:0000022C
EDX:00002DC7
ESI:077EF950
EDI:077EF934
CS:EIP:0023:00927101
SS:ESP:002B:077EF8D4  EBP:077EF8D8
DS:002B  ES:002B  FS:0053  GS:002B
Flags:00010206

Call stack:
Address   Frame     Function      SourceFile
00927101  00000000  std::_Tree<std::_Tmap_traits<std::Pair<unsigned int,unsigned char>,Aura *,std::less<std::Pair<unsigned int,unsigned char> >,std::allocator<std::Pair<std::Pair<unsigned int,unsigned char> const ,Aura *> >,1> >::_Lmost+11  c:\\program files (x86)\\microsoft visual studio 9.0\\vc\\include\\xtree line 1281
0091F08A  00000000  std::_Tree<std::_Tmap_traits<std::Pair<unsigned int,unsigned char>,Aura *,std::less<std::Pair<unsigned int,unsigned char> >,std::allocator<std::Pair<std::Pair<unsigned int,unsigned char> const ,Aura *> >,1> >::begin+2A  c:\\program files (x86)\\microsoft visual studio 9.0\\vc\\include\\xtree line 561
00DA8FED  00000000  PlayerbotAI::HasAura+4D  c:\\development\\test\\src\\game\\playerbotai.cpp line 761
00DAC888  00000000  PlayerbotAI::CastSpell+1F8  c:\\development\\test\\src\\game\\playerbotai.cpp line 1846
00DAC636  00000000  PlayerbotAI::CastSpell+56  c:\\development\\test\\src\\game\\playerbotai.cpp line 1798
00EEDB17  00000000  PlayerbotWarlockAI::DoNextCombatManeuver+357  c:\\development\\test\\src\\game\\playerbotwarlockai.cpp line 114
00DAA122  00000000  PlayerbotAI::DoNextCombatManeuver+F2  c:\\development\\test\\src\\game\\playerbotai.cpp line 1156
00DAC1FB  00000000  PlayerbotAI::UpdateAI+48B  c:\\development\\test\\src\\game\\playerbotai.cpp line 1740
0098C067  00000000  Player::Update+217  c:\\development\\test\\src\\game\\player.cpp line 1120
00959E32  00000000  Map::Update+E2  c:\\development\\test\\src\\game\\map.cpp line 558
00BE0EF3  00000000  MapManager::Update+103  c:\\development\\test\\src\\game\\mapmanager.cpp line 256
00BA1509  00000000  World::Update+409  c:\\development\\test\\src\\game\\world.cpp line 1566
008C38B4  00000000  WorldRunnable::run+94  c:\\development\\test\\src\\mangosd\\worldrunnable.cpp line 66
00F2A8B1  00000000  ACE_Based::Thread::ThreadTask+21  c:\\development\\test\\src\\shared\\threading.cpp line 159
0170B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 90
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61C828  00000000  ZwWaitForSingleObject+15
7D4D8BF1  00000000  WaitForSingleObject+12
01701429  00000000  ACE_OS::thr_join+39  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_thread.inl line 2804
01754D00  00000000  ACE_Thread::join+10  c:\\development\\test\\dep\\ace_wrappers\\ace\\thread.inl line 137
0175B2BB  00000000  ACE_Thread_Manager::wait_task+2DB  c:\\development\\test\\dep\\ace_wrappers\\ace\\thread_manager.cpp line 1795
017544FD  00000000  ACE_Task_Base::wait+2D  c:\\development\\test\\dep\\ace_wrappers\\ace\\task.cpp line 90
00BDAD2A  00000000  ReactorRunnable::Wait+1A  c:\\development\\test\\src\\game\\worldsocketmgr.cpp line 102
00BDB7B1  00000000  WorldSocketMgr::Wait+51  c:\\development\\test\\src\\game\\worldsocketmgr.cpp line 313
008BBC8B  00000000  Master::Run+5AB  c:\\development\\test\\src\\mangosd\\master.cpp line 321
008BB569  00000000  main+3B9  c:\\development\\test\\src\\mangosd\\main.cpp line 178
008C4618  00000000  __tmainCRTStartup+1A8  f:\\dd\\vctools\\crt_bld\\self_x86\\crt\\src\\crtexe.c line 586
008C445F  00000000  mainCRTStartup+F  f:\\dd\\vctools\\crt_bld\\self_x86\\crt\\src\\crtexe.c line 403
7D4E7D2A  00000000  BaseProcessInitPostImport+8D

Call stack:
Address   Frame     Function      SourceFile
7D61CCA8  00000000  ZwDelayExecution+15
7D4D14EF  00000000  Sleep+F
01708E15  00000000  ACE_OS::sleep+15  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_unistd.inl line 913
00F2AC17  00000000  ACE_Based::Thread::Sleep+47  c:\\development\\test\\src\\shared\\threading.cpp line 204
00F34129  00000000  SqlDelayThread::run+39  c:\\development\\test\\src\\shared\\database\\sqldelaythread.cpp line 38
00F2A8B1  00000000  ACE_Based::Thread::ThreadTask+21  c:\\development\\test\\src\\shared\\threading.cpp line 159
0170B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 90
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61CCA8  00000000  ZwDelayExecution+15
7D4D14EF  00000000  Sleep+F
01708E15  00000000  ACE_OS::sleep+15  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_unistd.inl line 913
00F2AC17  00000000  ACE_Based::Thread::Sleep+47  c:\\development\\test\\src\\shared\\threading.cpp line 204
00F34129  00000000  SqlDelayThread::run+39  c:\\development\\test\\src\\shared\\database\\sqldelaythread.cpp line 38
00F2A8B1  00000000  ACE_Based::Thread::ThreadTask+21  c:\\development\\test\\src\\shared\\threading.cpp line 159
0170B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 90
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61CCA8  00000000  ZwDelayExecution+15
7D4D14EF  00000000  Sleep+F
01708E15  00000000  ACE_OS::sleep+15  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_unistd.inl line 913
00F2AC17  00000000  ACE_Based::Thread::Sleep+47  c:\\development\\test\\src\\shared\\threading.cpp line 204
00F34129  00000000  SqlDelayThread::run+39  c:\\development\\test\\src\\shared\\database\\sqldelaythread.cpp line 38
00F2A8B1  00000000  ACE_Based::Thread::ThreadTask+21  c:\\development\\test\\src\\shared\\threading.cpp line 159
0170B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 90
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61D6C6  00000000  ZwGetContextThread+12
077EE8D4  00000000  0000:00000000 
008C17C9  00000000  WheatyExceptionReport::PrintTracesForAllThreads+109  c:\\development\\test\\src\\shared\\wheatyexceptionreport.cpp line 368
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61CCA8  00000000  ZwDelayExecution+15
7D4D14EF  00000000  Sleep+F
01708E15  00000000  ACE_OS::sleep+15  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_unistd.inl line 913
00F2AC17  00000000  ACE_Based::Thread::Sleep+47  c:\\development\\test\\src\\shared\\threading.cpp line 204
008BC8D0  00000000  RARunnable::run+240  c:\\development\\test\\src\\mangosd\\master.cpp line 183
00F2A8B1  00000000  ACE_Based::Thread::ThreadTask+21  c:\\development\\test\\src\\shared\\threading.cpp line 159
0170B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 90
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61C828  00000000  ZwWaitForSingleObject+15
7DB4093C  00000000  0001:0000093C C:\\WINDOWS\\system32\\MSWSOCK.dll
71C0283C  00000000  select+A1
016FD694  00000000  ACE_OS::select+54  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_sys_select.inl line 46
0167F31F  00000000  ACE_Select_Reactor_T<ACE_Reactor_Token_T<ACE_Token> >::wait_for_multiple_events+12F  c:\\development\\test\\dep\\ace_wrappers\\ace\\select_reactor_t.cpp line 1103
0176221A  00000000  ACE_TP_Reactor::get_event_for_dispatching+CA  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 476
01761C3C  00000000  ACE_TP_Reactor::Dispatch_i+2C  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 180
01761B92  00000000  ACE_TP_Reactor::handle_events+F2  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 173
01762792  00000000  ACE_TP_Reactor::handle_events+22  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 648
017260A1  00000000  ACE_Reactor::run_reactor_event_loop+51  c:\\development\\test\\dep\\ace_wrappers\\ace\\reactor.cpp line 271
00BDAE51  00000000  ReactorRunnable::svc+F1  c:\\development\\test\\src\\game\\worldsocketmgr.cpp line 167
01754AE7  00000000  ACE_Task_Base::svc_run+47  c:\\development\\test\\dep\\ace_wrappers\\ace\\task.cpp line 275
017556AD  00000000  ACE_Thread_Adapter::invoke_i+DD  c:\\development\\test\\dep\\ace_wrappers\\ace\\thread_adapter.cpp line 149
01755561  00000000  ACE_Thread_Adapter::invoke+D1  c:\\development\\test\\dep\\ace_wrappers\\ace\\thread_adapter.cpp line 98
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136

Call stack:
Address   Frame     Function      SourceFile
7D61C828  00000000  ZwWaitForSingleObject+15
7DB4093C  00000000  0001:0000093C C:\\WINDOWS\\system32\\MSWSOCK.dll
71C0283C  00000000  select+A1
016FD694  00000000  ACE_OS::select+54  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_ns_sys_select.inl line 46
0167F31F  00000000  ACE_Select_Reactor_T<ACE_Reactor_Token_T<ACE_Token> >::wait_for_multiple_events+12F  c:\\development\\test\\dep\\ace_wrappers\\ace\\select_reactor_t.cpp line 1103
0176221A  00000000  ACE_TP_Reactor::get_event_for_dispatching+CA  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 476
01761C3C  00000000  ACE_TP_Reactor::Dispatch_i+2C  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 180
01761B92  00000000  ACE_TP_Reactor::handle_events+F2  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 173
01762792  00000000  ACE_TP_Reactor::handle_events+22  c:\\development\\test\\dep\\ace_wrappers\\ace\\tp_reactor.cpp line 648
017260A1  00000000  ACE_Reactor::run_reactor_event_loop+51  c:\\development\\test\\dep\\ace_wrappers\\ace\\reactor.cpp line 271
00BDAE51  00000000  ReactorRunnable::svc+F1  c:\\development\\test\\src\\game\\worldsocketmgr.cpp line 167
01754AE7  00000000  ACE_Task_Base::svc_run+47  c:\\development\\test\\dep\\ace_wrappers\\ace\\task.cpp line 275
017556AD  00000000  ACE_Thread_Adapter::invoke_i+DD  c:\\development\\test\\dep\\ace_wrappers\\ace\\thread_adapter.cpp line 149
01755561  00000000  ACE_Thread_Adapter::invoke+D1  c:\\development\\test\\dep\\ace_wrappers\\ace\\thread_adapter.cpp line 98
01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7D4DFE21  00000000  FlsSetValue+136
========================
Local Variables And Parameters

Call stack:
Address   Frame     Function      SourceFile
00927101  00000000  std::_Tree<std::_Tmap_traits<std::Pair<unsigned int,unsigned char>,Aura *,std::less<std::Pair<unsigned int,unsigned char> >,std::allocator<std::Pair<std::Pair<unsigned int,unsigned char> const ,Aura *> >,1> >::_Lmost+11  c:\\program files (x86)\\microsoft visual studio 9.0\\vc\\include\\xtree line 1281
punting on symbol this

0091F08A  00000000  std::_Tree<std::_Tmap_traits<std::Pair<unsigned int,unsigned char>,Aura *,std::less<std::Pair<unsigned int,unsigned char> >,std::allocator<std::Pair<std::Pair<unsigned int,unsigned char> const ,Aura *> >,1> >::begin+2A  c:\\program files (x86)\\microsoft visual studio 9.0\\vc\\include\\xtree line 561
punting on symbol this

00DA8FED  00000000  PlayerbotAI::HasAura+4D  c:\\development\\test\\src\\game\\playerbotai.cpp line 761
punting on symbol iter
punting on symbol this
punting on symbol spellId
punting on symbol player

00DAC888  00000000  PlayerbotAI::CastSpell+1F8  c:\\development\\test\\src\\game\\playerbotai.cpp line 1846
punting on symbol this
punting on symbol spellId
punting on symbol pSpell
punting on symbol targetGUID
punting on symbol pTarget
punting on symbol pSpellInfo

00DAC636  00000000  PlayerbotAI::CastSpell+56  c:\\development\\test\\src\\game\\playerbotai.cpp line 1798
punting on symbol this
punting on symbol spellId
punting on symbol target
punting on symbol rv
punting on symbol oldSel

00EEDB17  00000000  PlayerbotWarlockAI::DoNextCombatManeuver+357  c:\\development\\test\\src\\game\\playerbotwarlockai.cpp line 114
punting on symbol this
punting on symbol pTarget
punting on symbol ai
punting on symbol pet
punting on symbol m_bot

00DAA122  00000000  PlayerbotAI::DoNextCombatManeuver+F2  c:\\development\\test\\src\\game\\playerbotai.cpp line 1156
punting on symbol this

00DAC1FB  00000000  PlayerbotAI::UpdateAI+48B  c:\\development\\test\\src\\game\\playerbotai.cpp line 1740
punting on symbol pSpell
punting on symbol this
punting on symbol p_time
punting on symbol currentTime

0098C067  00000000  Player::Update+217  c:\\development\\test\\src\\game\\player.cpp line 1120
punting on symbol this
punting on symbol p_time
punting on symbol now
punting on symbol pet

00959E32  00000000  Map::Update+E2  c:\\development\\test\\src\\game\\map.cpp line 558
punting on symbol plr
punting on symbol this
punting on symbol t_diff
punting on symbol updater
punting on symbol world_object_update
punting on symbol grid_object_update

00BE0EF3  00000000  MapManager::Update+103  c:\\development\\test\\src\\game\\mapmanager.cpp line 256
punting on symbol iter
punting on symbol this
punting on symbol diff

00BA1509  00000000  World::Update+409  c:\\development\\test\\src\\game\\world.cpp line 1566
punting on symbol i
punting on symbol this
punting on symbol diff

008C38B4  00000000  WorldRunnable::run+94  c:\\development\\test\\src\\mangosd\\worldrunnable.cpp line 66
punting on symbol diff
punting on symbol this
punting on symbol realCurrTime
punting on symbol realPrevTime
punting on symbol prevSleepTime

00F2A8B1  00000000  ACE_Based::Thread::ThreadTask+21  c:\\development\\test\\src\\shared\\threading.cpp line 159
punting on symbol param
punting on symbol _task

0170B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  c:\\development\\test\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 90
punting on symbol hook
punting on symbol this
punting on symbol func
punting on symbol status
punting on symbol arg

01688BFA  00000000  ace_thread_adapter+2A  c:\\development\\test\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 124
punting on symbol args
punting on symbol thread_args
punting on symbol status

1023DFD3  00000000  _beginthreadex+243

1023DF69  00000000  _beginthreadex+1D9

7D4DFE21  00000000  FlsSetValue+136

========================
Global Variables
    <user defined> 'sDurabilityQualityStore$initializer$' = 121B940
    <user defined> 'MaNGOS::Singleton<MapManager,MaNGOS::ClassLevelLockable<MapManager,ACE_Thread_Mutex>,MaNGOS::OperatorNew<MapManager>,MaNGOS::ObjectLifeTime<MapManager> >::si_instance' = 14075F00
    <user defined> 'sCreatureDataAddonStorage$initializer$' = 1224B80
punting on symbol sCreatureSpellDataStore
punting on symbol G3D::Vector3::INF3
punting on symbol sSpellThreatStore
    char* 'GlyphPropertiesfmt'
    <user defined> 'Script' = 13D91118
    <user defined> 'sBarberShopStyleStore$initializer$' = 121B700
punting on symbol LootTemplates_Milling
    int '__sse2_available' = 1
punting on symbol sCurrencyTypesStore
    unsigned int 'ReputationRankStrIndex'
    <user defined> 'WorldDatabase$initializer$' = 121A850
    char* 'VMAP_MAGIC'
    char* 'VMAP_MAGIC'
punting on symbol sSpellRadiusStore
    char* 'TalentEntryfmt'
punting on symbol sItemLimitCategoryStore
    char* 'MapEntryfmt'
    int 'qualityToRate'
    char* 'barGoLink::full' = "="
    char* 'EquipmentInfofmt'
    unsigned int '__security_cookie_complement' = AF22A4B9
punting on symbol sGtChanceToMeleeCritStore

Revisions exactly the same as the previous post.

Enjoy ;-)

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We are keeping unit* in playerbot. I still think this is unsafe. When the playerbot tries to cast a spell on a unit* that points to deleted memory bad things happen.

Keeping Unit* in the PlayerbotAI objects is fine as long as you guarantee that they get removed before the memory is deleted. You can do this by hooking into the same system that the Player class uses or just use the Unit GUIDs instead.

Also the problem with corpses persists. I'll take a crack at this one later.

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use dk bot,the mangos crash!

Address   Frame     Function      SourceFile
004C3B11  00000000  std::_Tree<std::_Tmap_traits<std::Pair<unsigned int,unsigned char>,Aura *,std::less<std::Pair<unsigned int,unsigned char> >,std::allocator<std::Pair<std::Pair<unsigned int,unsigned char> const ,Aura *> >,1> >::_Lmost+11  e:\\microsoft visual studio 9.0\\vc\\include\\xtree line 1281
004BBAAA  00000000  std::_Tree<std::_Tmap_traits<std::Pair<unsigned int,unsigned char>,Aura *,std::less<std::Pair<unsigned int,unsigned char> >,std::allocator<std::Pair<std::Pair<unsigned int,unsigned char> const ,Aura *> >,1> >::begin+2A  e:\\microsoft visual studio 9.0\\vc\\include\\xtree line 561
0096117D  00000000  PlayerbotAI::HasAura+4D  e:\\mangos\\mangos-diy\\src\\game\\playerb line 1130
00964A38  00000000  PlayerbotAI::CastSpell+1F8  e:\\mangos\\mangos-diy\\src\\game\\playerb line 2216
009647E6  00000000  PlayerbotAI::CastSpell+56  e:\\mangos\\mangos-diy\\src\\game\\playerb line 2168
00A9023A  00000000  PlayerbotDeathKnightAI::DoNextCombatManeuver+6FA  e:\\mangos\\mangos-diy\\src\\game\\playerbotdeathknig line 208
009622B2  00000000  PlayerbotAI::DoNextCombatManeuver+F2  e:\\mangos\\mangos-diy\\src\\game\\playerb line 1525
009643B2  00000000  PlayerbotAI::UpdateAI+4A2  e:\\mangos\\mangos-diy\\src\\game\\playerb line 2110
00524B59  00000000  Player::Update+509  e:\\mangos\\mangos-diy\\src\\game\\pl line 1182
004F1B12  00000000  Map::Update+E2  e:\\mangos\\mangos-diy\\src\\game line 558
00794243  00000000  MapManager::Update+103  e:\\mangos\\mangos-diy\\src\\game\\mapman line 256
00752D9D  00000000  World::Update+3FD  e:\\mangos\\mangos-diy\\src\\game\\w line 1608
0045FC54  00000000  WorldRunnable::run+94  e:\\mangos\\mangos-diy\\src\\mangosd\\worldrunn line 66
00AFA6E1  00000000  ACE_Based::Thread::ThreadTask+21  e:\\mangos\\mangos-diy\\src\\shared\\threa line 159
00F4B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  e:\\mangos\\mangos-diy\\dep\\ace_wrappers\\ace\\os_thread_ada line 90
00EC8BFA  00000000  ace_thread_adapter+2A  e:\\mangos\\mangos-diy\\dep\\ace_wrappers\\ace\\base_thread_ada line 124
1023DFD3  00000000  _beginthreadex+243
1023DF69  00000000  _beginthreadex+1D9
7C824829  00000000  GetModuleHandleA+DF

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