Undergarun
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Everything posted by Undergarun
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I'll post it as soon as possible, currently i'm very busy at work.
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http://pastebin.com/w4gtA7YD Appears only once in 1 week. Mtmaps.UpdateThreads = 4
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[Asserts] New MapPersistentState system and some crashes.
Undergarun replied to a topic in OldBug reports
Still crashing... -
Maybe is possible to implement pathfinding use in ConfuseMovementGenerator but not yet implemented.
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[Asserts] New MapPersistentState system and some crashes.
Undergarun replied to a topic in OldBug reports
Or comment the assert or... but is not the real solution, is another tempfix. Asserts are used for debug purposes so i reported this to know that in some cases, iMap->IsDungeon() is true. -
Some bugs reported: Pets are attacking themselves until they reach their target. When the pet's target moves behind a column, stand still in but should return to the hunter or continue moving to the target. (don't know how does it works on retail). Same problem here, but don't know if is mmaps related ;-)
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mangos-worldd: /root/mangosdev/src/game/MapPersistentStateMgr.cpp:772: void MapPersistentStateManager::_ResetInstance(uint32, uint32): Assertion `"iMap->IsDungeon()" && 0' failed. http://pastebin.com/7Z8AgDtS http://pastebin.com/ZuYTpYZe Custom repo, mtmaps, latest ytdb and etc... but i don't think is related to this.
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Tested with 3000+ players online in *nix and mtmaps environment Uptime: 18 hours Mtmaps.UpdateThreads = 3 RAM used after 17 hours = 12,7 GB de RAM Crashes or issues reported: None for now CPU: Intel Bi Xeon X5650 2 x 6 x 2 x 2.66+GHz RAM: 48 GB DDR3 ECC Still testing... stay tuned!
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ERROR:1308623044's Path Build failed: invalid polyRef in path ERROR:184648746's Path Build failed: invalid polyRef in path ERROR:184648762's Path Build failed: invalid polyRef in path Are these messages useful?
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Now i am upgrading my servers to 48 GB DDR3 ECC in order to continue tests with high populated and mtmaps enviroment realms. Stay tuned!
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I'm the 3k+ realm tester ;-) Don't worry about that.
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Hi qsa All freezes disapear with your patches but i notice a mem-leak in somewhere This is my 1000+ ppl realm after 6-7 hours of uptime with mmaps. Cheers
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Different crash, but I guess they caused by similar issue. Can you please try this : http://pastie.org/1568503 - thanks in advance. PS: how often does it crash? Just one each in 24 hours.
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New freezes in another two maps: http://pastebin.com/RtkbKT7B http://pastebin.com/pi8Trd1Y
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[11172][Patch] Implement "On-Login" achievents (type 74)
Undergarun replied to Schmoozerd's topic in ... acceptedOld
It's the World of Warcraft's birthday but can be configured to whatever server name birthday. -
Thank you QSA, works as intended! No freezes anymore for now...
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Can you tell us some info about your server? which maps you have mmaps enabled for which compiler optimizations you applied mtmaps and how many threads All mmaps enabled. GCC => CFLAGS="-D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -O3 -m64 -pipe -msse4.2 -DFD_SETSIZE=4096 -fno-delete-null-pointer-checks -fno-strength-reduce -fno-strict-aliasing -frename-registers" CXXFLAGS="-D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -O3 -m64 -pipe -msse4.2 -DFD_SETSIZE=4096 -fno-delete-null-pointer-checks -fno-strength-reduce -fno-strict-aliasing -frename-registers" mtmaps = 3 threads + Visibility And reloc merged. SO: Ubuntu Server 9.10 RAM: 24 GB DDR3 ECC
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I test it on a 2000+ ppl online realm and i have had some freezes: http://pastebin.com/i8ghS0WH http://pastebin.com/Yaj27DhT http://pastebin.com/f8Wirm5e http://pastebin.com/HGnG59p9 http://pastebin.com/m6xv5Hef
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[dev] New networking code based on "proactor" pattern
Undergarun replied to a topic in OldCore modifications
Network.Threads = 4 but i usually set it to 6 in the 3k+ ppl -
[dev] New networking code based on "proactor" pattern
Undergarun replied to a topic in OldCore modifications
Are you sure? It ate 24 GB of ram in a few seconds (5-10 seconds) after mangos starts completly and started swapping... If i use Network.OldEngine = 1 (28661 | 140737354053392) ACE_POSIX_AIOCB_Proactor::Max Number of AIOs=1024 (28661 | 140737354053392) ACE_POSIX_AIOCB_Proactor::Max Number of AIOs=1024 (28661 | 140737354053392) ACE_POSIX_AIOCB_Proactor::Max Number of AIOs=1024 (28661 | 140737354053392) ACE_POSIX_AIOCB_Proactor::Max Number of AIOs=1024 (28661 | 140737354053392) ACE_POSIX_AIOCB_Proactor::Max Number of AIOs=1024 Failed to complete asynchronous write to 10.0.0.9 http://pastebin.com/mSAK27pa http://pastebin.com/dRPdezcn -
Puffff, tons of not implemented features, but Mangos community do what they can. 4 Example: Vehicle System. (RSA implementation is good enought ;-) and works with multimounts) + Sota Battleground (You can find some versions on ankso, kero99, bwsr... repos) + IC Battleground + Wintergrasp + Random Battlegrounds (You can find a path in insider42, rsa, kero99... repos) + Dalaran Arena (same as random) + Orgrimmar Arena " " " Dungeon and raid finder. (Cyberium is working on the first one with some help of SPP_ and some other people) MMAPS. (faramir118 is working on) VMAPS for Gameobjects (Especially 4 Collision spells). (Silverice is working on) Multithreading (Mtmaps?? But is not the best way) Calendar Events Some class spells and talents Cross Realm Battlegrounds and arenas (Nezhul developed a Cluster for this, but i don't know if it works) Instance Cluster realm for Dungeon / raid finder with cross realm groups. GM surveys? Ticket assignment? NPCs on transports RAF (Recluit a friend ingame features) Server Side change faction / race ... Performance progress: Visibilty and reloc by silverice (Now with help of Ambal) reactor pattern (faramir118 is working on with Ambal's help) Prepared Statements (Ambal is working on) World_task (May help in mtmaps enviroments) (Ambal is working on) ... Probably tons of more features... but now MaNGOS community is more active than some time ago ;-) And of course... i hope in the future MaNGOS will support Cataclysm ;-)
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[11193][performance] Visibility updates and relocations
Undergarun replied to a topic in ... acceptedOld
I can't keep exactly 1000 players online for one hour and take 3600 pics for really accurate information so when population is around 1k and always in a non mtmaps enviroment to avoid CPU jumps i look htops values around 5-10 minutes taking lowest and highest CPU load (That means "CPU use: 71-77%"). Of course CPU load is always changing depending on everything, but you know any other way to get better information? -
[11193][performance] Visibility updates and relocations
Undergarun replied to a topic in ... acceptedOld
Less performance confirmed! -
[11193][performance] Visibility updates and relocations
Undergarun replied to a topic in ... acceptedOld
Default Values: Visibility.RelocationLowerLimit = 10 Visibility.AIRelocationNotifyDelay = 1000 Let me test it tomorrow more carefully because today i start tests when i have too much people online. -
[11193][performance] Visibility updates and relocations
Undergarun replied to a topic in ... acceptedOld
My players reports some problems with new branch: 1. Meeting Stone stops working because of problems with distances. 2. Ritual of Summoning stop working, same problem as described before. 3. Great Feast (Cookers spell) you have to turn around it if you want to seee it! U.u 4. Fishing. You can't see the fishing (I don't know how to say in English) bobber (Thanks Vladimir)
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