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Triplex

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Everything posted by Triplex

  1. yes it fixes bg queue crashes when map updates are executed in threads. For single threaded core updates this patch doesn't change anything.
  2. v0,6 - fixed compilation error. Thx for report and to vladimir and balrok for discussion .
  3. added uint64 cast to prevent warning and possibly unexpected behaviour. that crash is about guild_bank, you can report bug. Edit: I tested patch, and fixed problems with leaving queues - i forgot "!" in one condition .... So patch is almost ready to be commited. New version added
  4. updated to the latest rev. Pls test it, it would not be cool to apply patch without testing, as i do so often ....
  5. yes client is able to display 255 or 254 (not sure..) mails, there is no way to allow more. On official when you have more than 255 mails in mailbox and you did read all first 255 you will still see envelope near map that you have new mail. You have to delete some mails to be able to see other. There is hidden timer on client, when he sends CSMG_MAIL_LIST or reads mails from latest cache - SMSG_MAIL_LIST_RESPONSE.
  6. edited: Thx to Zor for help with mutex in BattleGroundMgr scheduler. Patch is ready to be tested. to Leak: This patch is based on Ambal's patch ... thx to him too...
  7. hello, i created small change in bg queues code to prevent queue crashes with mtmaps patch. It is not tested, but it is able to build and it should work. version 0,6: http://paste2.org/p/504012 I 'm writing thread code for the first time, i know bases about how mutex / locks should work.... but i know nothing about ACE... Any suggestions are welcome.
  8. if i can request feature from you to add to your patch. It would be saving pet ids in battlegrounds - there are many conditions when pet is / isn't respawned after player is respawned by ressurection system in battleground. And patches that were here on mangos forum just added special variable to player class (last_pet_used_id) - but it is not correct, maybe we can use some other player's class variable - like lastsummonedpet or how it is called to respawn CORRECT pet after ressurection in bg.
  9. I don't want to show off, but i think we created better bg queue system... :cool: There were many things that we decided that some people would not agree. For example new BG instance is created when there are at least minimum players in queue from each faction - some would object it is better to start when there are at least maximum players of both factions... There are 2 possible config options for bg queues behaviour in mangos.conf file. Default is much easier and allows bgs to be very unballanced, but the other value of option should keep bgs ballanced as much as possible. From my point of view bg queues don't require any big changes...
  10. fixed in [8565], thx for report. That log errors are correct, and they doesn't cause any problems - players with bad zone data are added to guild as members, only error message is shown, you can disable that message by commenting it... ;-)
  11. Implemented also arena_team loading speedup patch is available in: http://paste2.org/p/435312 patch is tested and it will be committed soon, any bug reports are welcome.
  12. it is possible to play skirmish arena for 2 horde against 2 alliance. Your suggestion to allow 3 horde and 1 alliance would need to change code, you can do that for yourself, because it won't be commited to core.
  13. Hi, i recently optimized guild loading. But there was always problem that mangos run few querries for each guild and it caused slow startup. So i got an idea, to load all guilds data from database in 4 selects. And then guilds were loaded 2 seconds later, after those 4 querries were executed. Patch is tested, it doesn't change almost anything so it should work without problems. Please test it and report here..
  14. from my point of view, patch is ready to be commited.
  15. patch commited in [8464]. Thx to Wowka321. Sorry that was my mistake, i didn't check that code when i coded guild loading optimization. Guild Leaders have to change their rank names and rights again , and it will work correctly. Topic moved to applied section.
  16. i don't recommend you to add "preparation" to spell_area table, because you need it to be removed when battle starts. Therefore it is hardcoded to core and if you want to change it, you have to look to the battleground class.
  17. You should check your database for CREATE TABLE `guild_rank` ( `guildid` int(6) unsigned NOT NULL default '0', `rid` int(11) unsigned NOT NULL, `rname` varchar(255) NOT NULL default '', `rights` int(3) unsigned NOT NULL default '0', `BankMoneyPerDay` int(11) unsigned NOT NULL default '0', PRIMARY KEY (`guildid`,`rid`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8 ROW_FORMAT=DYNAMIC COMMENT='Guild System'; There is no way to have 2 ranks with same rank_ids (`rid`) for one guild. Or you use some old patch, that breaks function of guild ranks. If you delete that table, all guilds will be disbanned, so you have to update its structure!
  18. hi, from my point of view i would not use variable named OwnerGUID as the GUID of creature that is being looted. I think better would be something like LootedTargetGUID and i would update also comments, because out of date comments can confuse others. Anyway patch seems OK.
  19. :mad: THX for test reports.... Commited in [8408] .
  20. hello, this is my second and i think last patch of guild loading process. patch file is available here: http://paste2.org/p/391965 Patch is tested, but i didn't test all the changes. Patch will be commited in next 2 or 3 days so pls post some test reports. First server startup will take longer time than usually (i changed guild_rank table structure - every record must be updated). If you don't want long start you can execute command: UPDATE guild_rank SET rid = rid -1; But next startups will be faster.
  21. patch commited in [8402]. Remember patch drops guild_eventlog and guild_bank_eventlog tables. So you have to make backup if you need any info from those tables. Thx to leak for pointing on problem and useful comments.
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