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The_Game_Master

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Posts posted by The_Game_Master

  1. I was refering to the previsious crash, that you fixed in 10319.

    For this 2 crashes, here is the reproduction method.

    How to reproduce:

    1. Create a level 80 NE Druid.

    2. Create a level 80 NE DK.

    3. Cast .learn all_myclass (with the DK)

    4. Cast .max skill (with the DK)

    5. /duel and accept between the 2 characters

    6. add any weapon on the DK and cast Plague Strike (do not use .cast, cast it as if you were playing)

    7. Blood Plague and Desecration will proc

    8. Shapeshift into Cat Form (Druid) when desecration has 1 sec before expire

    9. Make sure blood plague will expire AFTER desecration.

    Crashes 100% on x64. With x32 i tryed for hours and can't understand why it didn't crash. Preutty wird.

  2. Thank you for the previsious crash fix. I managed to reproduce it, it was happening when 2 diffrent casters, casted the same buff on a 3rd targed.

    OS: Slackware 13 x64

    Mangos Version: 10319

    Custom Patches:

    • * No custom patches, all removed for more accurate data.

    SD2 Version: 1758

    Database Name and Version : YTDB 558

    GDB Backtraces:

    There are 2 diffrent reasons for crashing. This is the second reason, more related then the 1st one.

  3. Mangos Version: 10313

    Custom Patches:

    None of the used patches may interfere with this crash dump or can be a lead cause.

    SD2 Version: 1756

    Database Name and Version : YTDB 558

    GDB Backtraces:

    Revision: 10316

  4. LordJZ, I think FeRkEl described the problem best of them all, I myself have tryed to reproduce the AuraHolder crash for over 3 days on a localhost with no luck. I don't know if you used a specific method, bot, etc. to be able to reproduce it but I can tell you one think. You had a ton of luck to find it. Good job! And thanks to Vladimir for fixing both problems.

    Toinan67, I don't think donating 2-3 euro gives you the right to be rude with diffrent people around the community. I myself donated anonymously a couple of times, and you don't see me beeing an asshole about it. Nor do i want or need a flashy rank to brag myself on how mutch i support this community. If you really want to be appreciated stop beeing an asshole and write some usefull patches. I can see you're not sutch an idiot as you look and you handle c++ preutty well. So try making yourself usefull for a change and keep the braging for your own forum.

  5. Awesome!

    One sugestion, do you think you can increase the font size for codeboxes? It looks a little too small for 1600 resolutions.

    Allso, the linux section could include a way to get packages for other distros. A reference to eatch package website should be good enough.

  6. Try this patch, it's old, but should do the job.

    diff --git a/src/game/InstanceSaveMgr.cpp b/src/game/InstanceSaveMgr.cpp
    index 289ea07..b8ab0b1 100644
    --- a/src/game/InstanceSaveMgr.cpp
    +++ b/src/game/InstanceSaveMgr.cpp
    @@ -505,6 +505,8 @@ void InstanceSaveManager::LoadResetTimes()
                if(t - tim[type-1] > now)
                    break;
    
    +        ScheduleReset(true, t - tim[type-1], InstResetEvent(type, mapid, difficulty, -1));
    +
            for(ResetTimeMapDiffInstances::const_iterator in_itr = mapDiffResetInstances.lower_bound(map_diff_pair);
                in_itr != mapDiffResetInstances.upper_bound(map_diff_pair); ++in_itr)
            {
    @@ -610,6 +612,7 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, b
            return;
    
        time_t now = time(NULL);
    +    time_t today = (now / DAY) * DAY;
    
        if (!warn)
        {
    @@ -638,10 +641,14 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, b
    
            // calculate the next reset time
            uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
    -        uint32 period = mapDiff->resetTime * DAY;
    -        time_t next_reset = ((now + timeLeft + MINUTE) / DAY * DAY) + period + diff;
    +        uint32 period = (mapDiff->resetTime / DAY * sWorld.getConfig(CONFIG_FLOAT_RATE_INSTANCE_RESET_TIME)) * DAY;
    +        time_t next_reset = today + period + diff;
    +
            // update it in the DB
            CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d' AND difficulty = '%d'", (uint64)next_reset, mapid, difficulty);
    +
    +        SetResetTimeFor(mapid,difficulty,(uint64)next_reset);
    +        ScheduleReset(true, next_reset-3600, InstResetEvent(1, mapid, difficulty, -1));
        }
    
        // note: this isn't fast but it's meant to be executed very rarely
    

  7. diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
    index e7447c9..9b1830c 100644
    --- a/src/game/SpellAuras.cpp
    +++ b/src/game/SpellAuras.cpp
    @@ -8524,6 +8524,28 @@ void SpellAuraHolder::HandleSpellSpecificBoosts(bool apply)
            }
            case SPELLFAMILY_PALADIN:
            {
    +            if (m_spellProto->Id == 19746)                  // Aura Mastery (on Concentration Aura remove and apply)
    +            {
    +                Unit *caster = GetCaster();
    +                if (!caster)
    +                    return;
    +
    +                if (apply && caster->HasAura(31821))
    +                    caster->CastSpell(caster, 64364, true, NULL);
    +                else if (!apply)
    +                    caster->RemoveAurasDueToSpell(64364);
    +            }
    +            if (m_spellProto->Id == 31821)                  // Aura Mastery (on Aura Mastery original buff remove)
    +            {
    +                Unit *caster = GetCaster();
    +                if (!caster)
    +                    return;
    +
    +                if (apply && caster->HasAura(19746))
    +                    caster->CastSpell(caster, 64364, true, NULL);
    +                else if (!apply)
    +                    caster->RemoveAurasDueToSpell(64364);
    +            }
                if (m_spellProto->Id == 31884)                  // Avenging Wrath
                {
                    if(!apply)
    

    Bump! ^_^

  8. I used clean core WITHOUT SD2 and it did crashed.

    After i added SD2 and recompiled both core and SD2 it started working allright again.

    I don't understand what parts of SD2 remained after it was deleted the first time, I even deleted the release folder and used Clean Solution.

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