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Ambal

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Everything posted by Ambal

  1. Whats the problem with VS2005? Patch compiles ok with it. Maybe I just forgot to remove unneeded .vcproj file modifications I did to debug 'game' proj :huh:
  2. Currently I use 7969 rev with no conflicts. Will update it to 7986 a bit later today.
  3. Patch v1.04 is released. More IsInWorld() checks were added to improve code security. Have fun P.S. If you have any problems with patch: merge conflicts, bugs or crashes, please, post them in this topic.
  4. I'll post an updated version with improved stability in nearest few days. We already got some nice results, ~10% mangos' CPU usage cut on 1500 ppl server.
  5. Patch updated, alot of IsInWorld checks were added to code to prevent some ops with players who are in stage of far teleporting. First post updated.
  6. Most devs agree that we should have MT first and then MP. Lets not start flamewars about what is better, just remember: 90% of private server admins have just 1 single machine. So MP would be waste of resources, spend on caching the same creature data etc. BUT, we keep in mind MP when making current changes to the core. So it will not be a BIG problem, if someday team desides to move to MP
  7. This patch can work with mtmaps, but currently mangos core crashes much faster with this patch because alot of security checks missing in code. An old way was too problem-hiding. Regarding creature's guardians crashes: we nearly found the source of problem and trying to solve it.
  8. No, there are no additional fields in mangos.conf yet, as well as no multithreading. There will be several patches with different improvements. Current one changes the way how every object references maps in world, it supposed to lower CPU usage. We also have found clues, that map unloading causes crashes, repoorted by members in this topic, so we are going to fix this too in nearest time. I think multithreading will be the last patch in between map system patches. I will present very small profiling patch to figure out approximate multithreading potential of current mangos core. Stay tuned
  9. Do not forget to post any crashdumps/callstacks/console output you get with current patch/ It would help debugging greately.
  10. It will be applied into repo as soon as tests prove that it is free from bugs and crashes.
  11. Do you have any assertion failed messages in server console? If so, could you print them here? Looks like we are trying to get a map which does not exists anymore, cause player has InstanceId != 0. P.S. Like was said before, all these crashes have the same source: map object destroyed, but players/mobs still have reference to it...
  12. Fixed a crash related to BG/Arena spawning code. Also another crash fixed in Player::LoadFromDB(). First post updated.
  13. The reason why this can actually happen: incorrect usage of MapManager::GetMap(), which calls for MapInstanced::GetInstance() and crashes due to assertion failed. From now on function MapInstanced::GetInstance() (in patch its name MapInstanced::CreateInstance()) does not allow creatures to create instances so theoretically this crash has to go away. And I have to get a look into SD2 code, so it would work correctly with new WorldObject::GetMap()/MapManager::CreateMap() logic...
  14. Can you provide any details about 'famous GetInstance()' crash? I don't know if this patch fixes it, actually I wasn't informed that such issue even exists :huh: P.S. Updated patch, included code suggestions by Wyk3d. See the first post.
  15. HI everyone Want to present you first patch from planned by me and mangos dev team map system changes. We plan to add around 4 patches, which will offer different performance improvements and modifications to the core. In the end there will be a multithreading patch, based on Derex' mtmaps, but offering much more scalability What does this patch do: 1) Improves server performance by caching all world objects' map locations. This affects around 216(!) code places from grid loading to different location checks, e.g. IsInWater() etc. 2) from now on you cannot explicitly call for SetMapId()/SetINstanceId() to manipulate object's mapId information. Use WorldObject::SetMap() instead. 3) All redundant calls to MapManager::CreateMap()/GetBaseMap() were replaced by WorldObject::GetMap() calls! This was done to improve code performance. Attention! Due to conversation with Wyk3d MapManager::CreateMap() was left as is, but MapManager::GetBaseMap() renamed to MapManager::CreateBaseMap(). Even if you have patches which compile with this patch, I insist that you changed ALL MapManager::CreateMap()/GetBaseMap() calls to WorldObject::GetMap() ! Or post them here so I can help you make them compatible with future changes... For example: Old code: pObj->SetRespawnTime(GetSpellDuration(GetSpellProto())/1000); m_target->AddGameObject(pObj); [b]MapManager::Instance().CreateMap(pObj->GetMapId(), pObj)[/b]->Add(pObj); New code: pObj->SetRespawnTime(GetSpellDuration(GetSpellProto())/1000); m_target->AddGameObject(pObj); [b]m_target->GetMap()[/b]->Add(pObj); patch 1.14 http://filebeam.com/986887c9755f9cc0744c09ba6d47c986 patch 1.13 rev 8158: http://filebeam.com/eae0aae3ce42022a8cb573d5465d74a0 patch 1.10 rev 8103: http://filebeam.com/e38571440a68a8bc5361235dfbd866c6 patch 1.10 rev 8099: http://filebeam.com/774bf88af37cb0c2e7edb354d2b731e4 patch 1.10: http://filebeam.com/e30967cbd6a613751407b9c464521179 patch 1.09: http://filebeam.com/1424f8f721c70e2cdcafb553a4b0f092 Patch 1.08: http://filebeam.com/e030772048e2a21a947148cd2adfb431 Patch 1.07: http://filebeam.com/1349b226379bead1b97c09b9a6db2e39 Patch 1.06: http://filebeam.com/ead5afdf126daf180797233119b41146 Patch 1.05: http://filebeam.com/3f9c1afdb03690eeff5179449fed8ccf
  16. Start learningMaNGOS' logic from World::Update() function. From there you can start learning detail about spell/stat system etc.
  17. Yeah, troubles with x64 mangos debug builds under Win are tracked down and will be fixed in nearest time: there is a conflict with ACE and Win memory leak detection implementations
  18. Well, sh@t happens sometimes, I must admit We are very sorry and currently working to fix this issue. Please, use older revs until situation changes for better.
  19. As far as I know, ScriptDev2 is not part of mangos core so... grab some beer and wait for fix.
  20. Do you really think that helping community with patches/suggestions was a mistake? If so, then get lost, and do it quick...
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