Jump to content

mtmaps (OpenMP)


Recommended Posts

  • Replies 319
  • Created
  • Last Reply

Top Posters In This Topic

crashes related to SqlDelayThread::run stopped (thx to GODs, author of patch and kero99)

But got newone type, something is wrong with Player::SaveToDB

http://pastebin.com/3Nm0Rjxw I've deleted other core_dumps but there where _SaveBGData(); _SaveSpellCooldowns(); and others...

P.S. Core is not clean. Bot there where no custom changes with SatveToDB

Link to comment
Share on other sites

Would you have a patch directly? Limit was put in hand to update my core with mtmaps - multithreaded packet processing and then I put the patch Kero ?

Sorry for my English.

Edit :

I perform the following command:

git pull git: / / github.com / Ambal / mangos.git

on my working branch

I must put the patch kero and is good?

Link to comment
Share on other sites

I'm not really sure, but after apply tbb concurrent vector and sql sync patches, when a player open chests, this sometimes doesn't show loot and get bugged remaining opened, and cannot open it again, the player has to desconect and log again to try to view loot.

As I say, this didn't happened before apply these patches :rolleyes:

Any one can confirm this?

Thank you

Link to comment
Share on other sites

after apply tbb concurrent vector and sql sync patches

You might try and figure out what patches might cause such behavior:

1) run mtmaps w/o any additional patches;

2) run mtmaps with concurrent vector patch;

3) if you have revision below [10865] - apply SQL sync patch.

Link to comment
Share on other sites

  • 2 weeks later...
  • 2 weeks later...
  • 1 month later...
  • 1 month later...
  • 3 weeks later...
  • 2 months later...
I'm not really sure, but after apply tbb concurrent vector and sql sync patches, when a player open chests, this sometimes doesn't show loot and get bugged remaining opened, and cannot open it again, the player has to desconect and log again to try to view loot.

As I say, this didn't happened before apply these patches :rolleyes:

Any one can confirm this?

Thank you

Possbile fix:

Add "target.deleted = false;" to void Spell::AddGOTarget too

...

// This is new target calculate data for him

GOTargetInfo target;

target.targetGUID = targetGUID;

target.effectMask = (1 << effIndex);

target.processed = false; // Effects not apply on target

target.deleted = false;

...

Need to update patch?

Link to comment
Share on other sites

  • 2 weeks later...
Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use