Ayane
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Posts posted by Ayane
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It's not possible due to client.
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I have the same crash for "Spawn of Bael'Gar" (level is 0).
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JIT or interpreter has same functionality and langage is comparable, the technology JIT just offer more performance than interpreter. By example PHP 1/2/3 is interpreted, PHP 4/5/6 use JIT.
LuaJIT is a library like the original Lua library, it is just more faster.
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why not python?
Because Lua is more faster than Python:
http://shootout.alioth.debian.org/u32/benchmark.php?test=all〈=luajit&lang2=python3
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I agree, Lua has no place in Mangos, just for the AI script, I was not talking about something else.
I can help for a ScriptDevLua Project.
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Because you use a controller that enhance RAID 1 for read data like RAID0, it's not the standard of RAID1 and all controllers does'nt have this enhance. I'm not a troll, I referred to standard, your choice is good only for somes RAID controllers, it's not really RAID1. I quote Wikipedia only for more informations and explaination about RAID.
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RAID 0 is designed for performance, RAID 1 for backups: RAID 1 don't give performances, it have the same of normal disk. RAID0 read the data simultaneous on all disks in the array, the seeking time is compensed by gain and you have only seeking if the file is fragmented, also on SSD disk you are no seeking time.
The default of RAID 0 is if one disk break, all data is loss.
RAID 5 combine the advantage of RAID 0 and RAID 1: the data is stripped and mirrored, total you lose the space of one disk of the array; it is good if you have several disks (minimum 3). RAID 6 is RAID 5 in more secure.
With four disks you have RAID 1+0 or 0+1 (RAID 10 is most).
The default of RAID 5/6 is the parity calculation, so a good RAID hardware is good for RAID performance (better than software).
With six disks or more, RAID 50 is good.
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Yes it's right for update, but you can code an AI without Update function.
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In C++ you are also restricted to a set of functions, the interface is just larger and easier to implement. Each language has its disadvantages and advantages. If we take the perspective of a developer Mangos there is indeed no interest, but if we take the perspective of those succeptibles develop IA I think the majority preferred to code in Lua .
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It is a ScriptDev2 code:
http://github.com/scriptdev2/scriptdev2/blob/master/scripts/world/mob_generic_creature.cpp line 93
So I have summon of totem elemental (fire and earth) with level 0 and 0 hp. I think it is scaled with totem...
It is I who thank you for the work.
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I have a new crash, the same:
So it seems to be occured by some bad data.
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Just after this crash, i add check in Unit::SetMaxHealth (if maxhealth == 0 then set maxhealth = createhealth), no other crashs.
I don't have ideas for reproduce this crash, it is my data in creature_template:
+-------+--------------------+--------------------+--------------------+-------------+-------------+-----------+------------+-----------+------------+------------------------+---------+----------+----------------+----------+----------+-----------+-----------+---------+---------+-------+-----------+-----------+---------+-------+-------+------+--------+--------+-----------+-------------+----------------+----------------+-----------------+------------+------------+--------------+--------+--------------+---------------+---------------+--------------+-------------+-------------+-------------------+------+------------+--------+----------------+----------+-------------+-------------+-------------+-------------+-------------+-------------+--------+--------+--------+--------+----------------+---------+---------+--------+--------------+-------------+-------+-------+--------------+------------+------------+------------+------------+------------+------------+------------+-------------+--------------+----------------------+-------------+------------------+ | entry | difficulty_entry_1 | difficulty_entry_2 | difficulty_entry_3 | KillCredit1 | KillCredit2 | modelid_A | modelid_A2 | modelid_H | modelid_H2 | name | subname | IconName | gossip_menu_id | minlevel | maxlevel | minhealth | maxhealth | minmana | maxmana | armor | faction_A | faction_H | npcflag | speed | scale | rank | mindmg | maxdmg | dmgschool | attackpower | dmg_multiplier | baseattacktime | rangeattacktime | unit_class | unit_flags | dynamicflags | family | trainer_type | trainer_spell | trainer_class | trainer_race | minrangedmg | maxrangedmg | rangedattackpower | type | type_flags | lootid | pickpocketloot | skinloot | resistance1 | resistance2 | resistance3 | resistance4 | resistance5 | resistance6 | spell1 | spell2 | spell3 | spell4 | PetSpellDataId | mingold | maxgold | AIName | MovementType | InhabitType | unk16 | unk17 | RacialLeader | questItem1 | questItem2 | questItem3 | questItem4 | questItem5 | questItem6 | movementId | RegenHealth | equipment_id | mechanic_immune_mask | flags_extra | ScriptName | +-------+--------------------+--------------------+--------------------+-------------+-------------+-----------+------------+-----------+------------+------------------------+---------+----------+----------------+----------+----------+-----------+-----------+---------+---------+-------+-----------+-----------+---------+-------+-------+------+--------+--------+-----------+-------------+----------------+----------------+-----------------+------------+------------+--------------+--------+--------------+---------------+---------------+--------------+-------------+-------------+-------------------+------+------------+--------+----------------+----------+-------------+-------------+-------------+-------------+-------------+-------------+--------+--------+--------+--------+----------------+---------+---------+--------+--------------+-------------+-------+-------+--------------+------------+------------+------------+------------+------------+------------+------------+-------------+--------------+----------------------+-------------+------------------+ | 18706 | 0 | 0 | 0 | 0 | 0 | 17408 | 0 | 17408 | 0 | Bonechewer Riding Wolf | | NULL | 0 | 58 | 59 | 4000 | 4100 | 0 | 0 | 3431 | 14 | 14 | 0 | 1.48 | 1 | 0 | 116 | 174 | 0 | 44 | 1 | 2000 | 2000 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 93 | 139 | 35 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 3149 | 16460 | 0 | 0 | 0 | 0 | 0 | | 1 | 3 | 1 | 1 | 0 | 25812 | 25807 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | generic_creature | +-------+--------------------+--------------------+--------------------+-------------+-------------+-----------+------------+-----------+------------+------------------------+---------+----------+----------------+----------+----------+-----------+-----------+---------+---------+-------+-----------+-----------+---------+-------+-------+------+--------+--------+-----------+-------------+----------------+----------------+-----------------+------------+------------+--------------+--------+--------------+---------------+---------------+--------------+-------------+-------------+-------------------+------+------------+--------+----------------+----------+-------------+-------------+-------------+-------------+-------------+-------------+--------+--------+--------+--------+----------------+---------+---------+--------+--------------+-------------+-------+-------+--------------+------------+------------+------------+------------+------------+------------+------------+-------------+--------------+----------------------+-------------+------------------+
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Sorry, i don't preserve the crashdump, you will have my word.
But it can crash anywhere
here:
uint32 perc = (m_creature->getVictim()->GetHealth()*100) / m_creature->getVictim()->GetMaxHealth();
or here
i_percent = unit->GetHealth() * 100 / unit->GetMaxHealth();
or here
uint32 newHPValue = (m_target->GetMaxHealth() * curHPValue) / maxHPValue;
or here
if (target && (m_target->GetHealth() * 100 / m_target->GetMaxHealth() > target->GetHealth() * 100 / target->GetMaxHealth()))
or ...
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My crashdump don't show any relation with StatSystem, it appear in Pet::Update in Cell::Visit with arithmetic exception (division by maxHealth (zero)). It doesn't occur before this patch.
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Thanks, i test it.
Actually i receive an crash due to maxHealth of "Bonechewer Riding Wolf" setted to zero.
My database has correct data (minhealth: 4000, maxhealth: 4100).
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For build it:
make ChatHandler::SetDataForCommandInTable static.
the line
bool canflush = true;
is useless.
the line
rl_attempted_completion_function = cli_completion;
must be online for no Windows system.
Apply the changes to configure and makefile, autoreconf, and build.
So actually it's not perfect, but history is appreciable.
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With minors changes it work for history, but not for completion.
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Some spells can be casted to deaths, it's a spell attribute.
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Some additions: Destructible buildings' health is shown by its animprogress on the client, uint8 max (255) is 100%.
For correct damage logs we should send SMSG_DESTRUCTIBLE_BUILDING_DAMAGE
structure looks like:
(size 29)
packguid (GameObject)
packguid(vehicle used/attacker if no vehicle)
packguid(attacker)
uint32 damage
uint32 spellId
Thanks to TOM_RUS for the structure.
I tested this data and it's correct.
packguid(vehicle used/attacker if no vehicle)
Correspond to: packguid(caster)
packguid(attacker)
Correspond to: packguid(originalCaster)
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I confirm, it's work.
My implementation:
@@ -1452,6 +1452,21 @@ void Spell::EffectDummy(uint32 i) } return; } + // Water Elemental + case 31687: + { + // Spell ID to cast + uint32 triggeredSpellId = 70907; + + // Glyphs + if (m_caster->HasAura(70937)) + triggeredSpellId = 70908; + + // Summon + m_caster->CastSpell(m_caster, triggeredSpellId, true); + + return; + } case 32826: // Polymorph Cast Visual { if (unitTarget && unitTarget->GetTypeId() == TYPEID_UNIT)
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The problem with PHP is that RA accept only one connection.
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Hello,
with the new revisions objects and creatures is loaded with database and events raise with the guid of creatures. The creature is find with guid and setmap.
It doesn't cause any problem with multiple instance of BG?
Login protocol -- switch of servers?
in OldGeneral discussion
Posted
Actually the communication between realmd and mangosd is assured by database.
But theorically realmd should conserve session and communicate via socket.