balrok
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Everything posted by balrok
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my crashfix: http://pastebin.com/m2038ed4b ps: it's a realy bad hack and if someone asks: you don't got it from me.. ^^ the other one is just removing an assert.. please don't spam the thread with such stuff and stay on topic.. i just posted this patch cause patch in first post got no updates.. also the patch i posted is surely nothing special and if you have an already running one you shouldn't switch to this one.. ps: cyrex you should use another os.. i think win3.11 doesn't support 64bit, which is in your case better, cause you have more than 4gb ram which can't be adressed with 32bit ^^
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hello just want to note here, that we're running mangos with latest 3.1.3 commit very stable with this patch by derex: http://pastebin.com/m7d3df483 stable means in this case no crash for 48h with 1200 user peak actualy i had to implement two patches (but are hacks ) for some long known crashes/freeze - but don't know if they are related to the patch so i won't post them here
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we could change the HandlePLayerLeaveZone a bit cause if we leave an outdoor-zone we have already the m_OPVP-pointer set inside playerclass and can directly call the outdoor-class for the leave.. but have to go now and can't write code.. maybe this evenign i'm back
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would be interesting whats on: /usr/lib/gcc/x86_64-redhat-linux/4.1.2/../../../../include/c++/4.1.2/ext/hashtable.h:513 i don't see why a getcreature could crash.. even with a nonexistant guid this shouldn't happen fix for first crash with bg - is now compiling and will be pushed soon
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betaman2k this is no crashlog, this is just a log use gdb to create crashlogs i got one from the assert(false) in BuildPlayerRepop - i'm using 3.1.3 but have seen this error on 2.4.3 too .. removing the assert fixes the crash, but maybe someone is interested what's wrong there 0x00007f9b39789ed5 in raise () from /lib/libc.so.6 #0 0x00007f9b39789ed5 in raise () from /lib/libc.so.6 #1 0x00007f9b3978b3f3 in abort () from /lib/libc.so.6 #2 0x00007f9b39782dc9 in __assert_fail () from /lib/libc.so.6 #3 0x00000000006d6b1d in Player::BuildPlayerRepop (this=<value optimized out>) at ../../../src/game/Player.cpp:4067 #4 0x0000000000791cc9 in WorldSession::LogoutPlayer (this=0x7f9b34244650, Save=true) at ../../../src/game/WorldSession.cpp:302 #5 0x0000000000792bbb in WorldSession::Update (this=0x7f9b34244650) at ../../../src/game/WorldSession.cpp:275 #6 0x000000000078c368 in World::UpdateSessions (this=0x7f9b34023750, diff=248) at ../../../src/game/World.cpp:2042 #7 0x000000000078c526 in World::Update (this=0x7f9b34023750, diff=248) at ../../../src/game/World.cpp:1590 #8 0x000000000053c28d in WorldRunnable::run (this=<value optimized out>) at ../../../src/mangosd/WorldRunnable.cpp:64 #9 0x000000000082cf06 in ACE_Based::Thread::ThreadTask (param=0xd3a53d0) at ../../../src/shared/Threading.cpp:183 #10 0x00007f9b3a257fc7 in start_thread () from /lib/libpthread.so.0 #11 0x00007f9b398275ad in clone () from /lib/libc.so.6 #12 0x0000000000000000 in ?? () #0 0x00007f9b39789ed5 in raise () from /lib/libc.so.6 No symbol table info available. #1 0x00007f9b3978b3f3 in abort () from /lib/libc.so.6 No symbol table info available. #2 0x00007f9b39782dc9 in __assert_fail () from /lib/libc.so.6 No symbol table info available. #3 0x00000000006d6b1d in Player::BuildPlayerRepop (this=<value optimized out>) at ../../../src/game/Player.cpp:4067 data = {<ByteBuffer> = {static DEFAULT_SIZE = 4096, _rpos = 0, _wpos = 3, _storage = {<std::_Vector_base<unsigned char, std::allocator<unsigned char> >> = { _M_impl = {<std::allocator<unsigned char>> = {<__gnu_cxx::new_allocator<unsigned char>> = {<No data fields>}, <No data fields>}, _M_start = 0x7f9b2808f200 "\\003II", _M_finish = 0x7f9b2808f203 "", _M_end_of_storage = 0x7f9b2808f209 "ª\\n(\\233\\177"}}, <No data fields>}}, m_opcode = 1172} corpse = <value optimized out> __PRETTY_FUNCTION__ = "void Player::BuildPlayerRepop()" #4 0x0000000000791cc9 in WorldSession::LogoutPlayer (this=0x7f9b34244650, Save=true) at ../../../src/game/WorldSession.cpp:302 guild = <value optimized out> _map = <value optimized out> data = {<ByteBuffer> = {static DEFAULT_SIZE = 4096, _rpos = 140303914989264, _wpos = 140304661142102, _storage = {<std::_Vector_base<unsigned char, std::allocator<unsigned char> >> = { _M_impl = {<std::allocator<unsigned char>> = {<__gnu_cxx::new_allocator<unsigned char>> = {<No data fields>}, <No data fields>}, _M_start = 0x7f9b2823d560 "@ß#(\\233\\177", _M_finish = 0x7f9b3abc1a4d "H\\213\\005\\034þ1", _M_end_of_storage = 0x7f9b2823d2d8 ""}}, <No data fields>}}, m_opcode = 35996} #5 0x0000000000792bbb in WorldSession::Update (this=0x7f9b34244650) at ../../../src/game/WorldSession.cpp:275 packet = (WorldPacket *) 0x20c49ba5e353f7cf currTime = 6 #6 0x000000000078c368 in World::UpdateSessions (this=0x7f9b34023750, diff=248) at ../../../src/game/World.cpp:2042 itr = {<std::tr1::__detail::_Hashtable_iterator_base<std::Pair<const unsigned int, WorldSession*>, false>> = {_M_cur_node = 0x7f9b34023750, _M_cur_bucket = 0xffffffffff600424}, <No data fields>} sess = (WorldSession *) 0x20c49ba5e353f7cf #7 0x000000000078c526 in World::Update (this=0x7f9b34023750, diff=248) at ../../../src/game/World.cpp:1590 No locals. #8 0x000000000053c28d in WorldRunnable::run (this=<value optimized out>) at ../../../src/mangosd/WorldRunnable.cpp:64 diff = 248 realCurrTime = 1695528029 realPrevTime = <value optimized out> prevSleepTime = 0 #9 0x000000000082cf06 in ACE_Based::Thread::ThreadTask (param=0xd3a53d0) at ../../../src/shared/Threading.cpp:183 _task = (class ACE_Based::Runnable *) 0xd3a53d0 #10 0x00007f9b3a257fc7 in start_thread () from /lib/libpthread.so.0 No symbol table info available. #11 0x00007f9b398275ad in clone () from /lib/libc.so.6 No symbol table info available. #12 0x0000000000000000 in ?? () No symbol table info available.
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sorry - fix is online in few seconds
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applied zors changes to outdoor-branch now edit: applied another patch from zor too.. now some functions got rewritten, to be less hacky (all functions creature/object spawning/despawning related)
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yes, something like this is needed first http://bitbucket.org/kane/infinitycore/changeset/960452fc116e/
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you also can provide a backtrace and hope for a real fix
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lol realy? since i still didn't find out for what reason setgoartkit was added (as the name sounds - it can change the model of a gameobject maybe) it would help much to remove wrong / not needed code, which is surrounding this unknown thing.. ^^ so i apply your patch right now.. if other people say it changes things the bad way, they can post here - then we can use a better patch edit: setgoartkit calls SetByteValue and setbytevalue calls ObjectAccessor::Instance().AddUpdateObject(this); which sounds good for me ) realy nice solution then
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often teleporters work with areatrigger - see in MiscHandler.cpp WorldSession::HandleAreaTriggerOpcode
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don't know what you mean.. commit itself doesn't spawn anything.. those things will be handled by udb (or whatever db you use).. i've posted sql in udb-forum (and added link in one of my posts here too)
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ah thx tom_rus i thought bg-marks getting a different mailtype.. with latest revision this should be fixed - i just check for mail from battlemasters - since they actualy don't send anything else than battlegroundmarks i think it's ok.. checking for item-ids doesn't sound so good cause we then need to take care about this code everytime a new bg comes out (which is quite often in last days)
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no, only for an area.. and also i'm not very sure.. if not it can be done in SpellMgr::GetSpellAllowedInLocationError
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should be possible with this http://wiki.udbforums.org/index.php/Spell_area
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thank you, is applied
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i backported it to mangos-0.12 now hopefully everything will work.. for 0.12 you'll also need the sql from http://udbforums.org/index.php?topic=14328.0 (same sql should work) i backported also some other battleground-commits read the commitmessage for more details.. this backported is needed so that alterac valley can also be implemented for 0.12 later (without it alterac-0.12 has to much hacks)
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my solution was a bit different - i got rid of this oldZoneId variable so everything got quite short: 6251 if(m_zoneUpdateId != newZone) 6252 { 6253 // inform outdoor pvp 6254 sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId); 6255 sOutdoorPvPMgr.HandlePlayerEnterZone(this, newZone); 6256 6257 SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange... 6258 6259 if (sWorld.getConfig(CONFIG_WEATHER)) 6260 { i just did a quick test and hope it still works as expected (:
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no it works like this dbtableguid is stored in code and is connected to event when a creature gets spawned i look if dbtableguid matches some event, if no->just spawn it if yes, add creature to bg-instance creature/gameobject map (m_EventObjects[event1,event2]=creature/guid) and then look if event is active->spawn or not ->no spawn and later if we want to spawn a specific event we look in we look in m_EventObjects[event1,event2] and spawn every creature and gameobject of this instance
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queue is in battlegroundmgr.* but if you don't understand c++ you're lost there^^ btw i was also lvl60 alterac valley player - did this the whole day.. ^^ our server solved it to open only 2 battlegrounds per day.. this is very effective for low-populated servers to reduce the waittime and the amount of closed battlegrounds due to too less players about all other ideas: they sound interesting but don't expect to have someone who will code your ideas.. also regarding your signature.. i doubt that blizzdeveloper are looking in this forum^^
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also, without this patch - i'm looking at it
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1,2) placing an assert should be save, cause map is only needed for gameobject/creature finding and at this point the map must already be loaded.. also it could get rid of many if(map) checks only at battleground-destructor i think it's possible that the map won't exist cause i guess a bg also get's destroyed if no-one enqueues for them - or just think about the battleground-templates which just exist in a virtual way 3) the problem is, that the battleground exists before the map
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ok now in mangos [8554] as noted in the last commit, you'll need database-content (posted the extracted spawns in http://udbforums.org/index.php?topic=14328.0 ) and scriptdev2 for working spiritguides (not yet committed there) ah i noticed that i forgot the thanks part in my patch.. so at this place a very big thanks to triply who helped with getting a good blueprint and for reviewing and also vladimir for reviewing and discussion
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indeed, nice to watch the moment mangos switched to git was most amazing - big crash and hundreds of names appeared
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opcodes are still handled by mangos - and also the opcode answer (my first plan was to move the answer into sd2 - but wasn't that good) but i have to change in database npc_flags for spiritguides, cause prior this those flags was set through code - and without them you can't talk to spiritguides --- for bg2db_av: it's now ready - had to make some changes which will get soon into bg2db too also i added there the bonusweekends (untested - but wasn't a big change anyway, so shouldn't harm)
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