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balrok

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Posts posted by balrok

  1. thank you,

    i will run a testcompile first and then upload it.. outdoor-0.12 gets fixed in a few minutes too

    edit: i'm not sure if this is my problem or mangos-0.12 but for outdoor-0.12 i get

    "make[3]: *** No rule to make target `2008_12_22_01_mangos_creature_equip_template.sql', needed by `all-am'. Stop." so i couldn't run a testcompile..

    i have currently not much time to investigate, so maybe some can test it for me :)

    edit: thank you fullburned.. and freghar already fixed it :)

  2. again a filebeam error - for the update i fixed the spelleffects-merge-error (very easy)

    then for getmap i had to change in outdoorpvpsi.cpp

    Map * map = MapManager::Instance().GetMap(plr->GetMapId(), plr);

    to

    Map * map = plr->GetMap();

    in function: HandleDropFlag

    i hope everything else will play well together with the getmap-patch

    if you get strange new errors please report :)

    -----

    outdoor-0.12 is also updated (again the spelleffect-mergething).. i haven't checked for compile-problems, but since mangos-0.12 is just a subset of master, and the getmap-patch is not in mangos-0.12, i think there should be no problems

  3. ah i thought you want it to master, cause you used this formal title-design :)

    i don't know about minigame-gameobjects (i even haven't heared, such exist^^)

    i have done a quite similar thing for gameobjects, where i wanted that some gameobjects have extra-information

    http://github.com/balrok/mangos/commit/2a61e79ce005732dcc13cb9654f43314e4bb2f3c

    instead of adding this function to battlegroundmanger, you can add it to objmgr

    and then, from inside gameobject::use you'll also have access to the objmgr and can ask if the gameobject has this special attribute

    edit maybe this table is supposed to do such things - but i don't know anything about it :x

    http://wiki.udbforums.org/index.php/Gameobject_scripts

  4. maybe a message can done with Source->GetSession()->SendNotification("Your Level is too low");

    if you want to improve you patch further: move the mysql-query somewhere at the startup-loads (at the place where all gameobjects are loaded).. cause else this query will be called at every gameobject use, which is maybe to much for a larger server..

    so just do at the beginning a query, give a variable in gameobject-class the teleportid (or whatever is needed - haven't looked close)

    and then you just check at gameobject-use if teleportid is present or not..

    but i believe this patch couldn't be applied to mangos.. i think such custom-features are not very welcome (also ahbot, jail couldn't get to mangos)

    ps: also it would be great if you make 4spaces instead of tabs ;)

  5. sorry - i don't know how it happened.. i'm pretty sure, that i compiled after everything..

    a fixing commit is now uploaded

    and the patch by thyros is wrong :P

    i had to revert this change

    first problem was, that i mixed up OutdoorPVP with OutdoorPVPObjective

    and 2nd bug, was that the playerclass in the header wasn't declared fully.. so i just moved it back..

  6. @mythos: lol ^^

    i send some patches to outdoor (not -0.12) i just cleaned up the codestyle

    but if something behaves different from those functions we know what it was (:

    made some virtual-function in outdoor to normal functions

    i think it's more clear, if functions, which don't get overwritten

    don't have the virtual-tag

    if some subclass needs to redefine them, we can readd the virtual

    later

    also fixed compile warnings

    moved some virtual function-bodies from .cpp to .h

    also changed some logoutput (added "OutdoorPvPObjective" in the beginning)

    more work on logoutput

    used vims autointendent for a better codestyle

    about the virtual-function-part i'm not very sure.. but i think, if i've would done a mistake there, the compiler would complain about it

    also i splitted up the setgoartkit into another branch (artkit)

    if someone knows something about this artkit, please tell me - i guess it will changes the display of the gameobject..

  7. @ spy from blizz:

    you're investigations were right ^^

    @netsky the patch you posted, is already inside the source

    commit 8ac221b6 or d95a7328 .. in this commit i even managed to add yad02 as author :)) )

    edit: or at least should be, if you say i forgot to push, i'll look at it

    ahh maybe you're checking out the wrong sources, the new source is in my repository, something like: github.com/balrok/mangos

    @why not implemented:

    this code was currently not reviewed.. also the bug , that stealthed players caused a clientside lag (which was fixed in e5911a8b1ae6afb37cd0562e976bd2618e1b7d2e )

    showed that this patch needs to be looked through..

    also this patch introduces much redundant code (addobject/addcreature/updateworldstates) which can maybe somehow merged together with those equivalent functions

    also codestyle needs to be improved too and some bad hacks must be removed..

    if someone wants to help with this you're welcome :)

    as i said already i won't have time for it in the nearest future

  8. no the link is right - also this works for me:

    git clone  git://github.com/mangos/mangos.git
    cd mangos
    git pull git://github.com/balrok/mangos.git outdoor

    when i checkout foreign branches i do:

    git remote add balrok git://github.com/mangos/mangos.git
    git fetch balrok
    git branch -a
    git merge balrok/outdoor

  9. thank you for all your work so far and good luck on your future paths

    i will update this patch (but until alterac-valley is in master i won't actively do something here) - also a friend, who's developing on wintergrasp may get writeaccess then too (i don't know yet, if it's better to create a new branch for wintergrasp or not.. - currently i think it's ok to have it inside this patch too)

    if someone is interested in contributing to this branch, you can pm me then and i will add you to my repository as collaborator

    in future this patch can be found at:

    http://github.com/balrok/mangos/tree/outdoor

    http://github.com/balrok/mangos/tree/outdoor-0.12

    --

    @andriuspel:

    you're right this is realy offtopic - but you just need to go in a library or bookstore - there you'll find what you're searching..

    also i guess somewhere in this forum is actually a thread about this

    so please search this thread or open a new thread somewhere else

  10. @thyros: thx it's corrected

    @cybermonk: maybe you forgot the outdoorpvp.sql (in the folder sql/outdoor/)

    @splinterc:

    yes, i think this suggestion will improve code readability - but your idea is currently wrong (as it seems to me) cause you don't do any checks about which team can use which trigger

    i mean something like this:

    if(plr->GetTeam() == ALLIANCE and trigger != SI_AREATRIGGER_A)
    // aliance player on alliance-trigger shouldn't be handled
    return false;

    (and same for horde)

    if you want, you can create a patch for it then i can include it.. else i will just keep it in mind and will do this next time when i review this patch

    edit: another thing:

    you don't need to check

    if(plr->GetTeam())

    i think this would never fail :)

    maybe you add this in the top part of the function those should be all cases when this function can return false

    if !player->hasaura(...)
    return false
    if trigger==bla and plr->getteam=xyz
    return false
    if trigger==blub and plr->getteam=zyx
    return false
    

    and then for checking the win_condition this can be used for alliance and horde

    if team==ally
    { m_gathered_a++;
    if m_gathered_a>123)
    {
    ...
    ..
    }
    }

  11. for outdor(master) i also had mergeconflicts, so i updated that too.. also i removed some wrong things from this branch (charlie changed with the last merge accidently very much - and i removed most of those changes except:

     contrib/extractor/debug/zlib.lib            |  Bin 198300 -> 0 bytes
    contrib/extractor/release/zlib.lib          |  Bin 212284 -> 0 bytes
    

    (if somebody knows how to fix it, please tell me)

    also i cleaned up this patch a bit (just removing tabs for spaces, some intendentaion)

    then i tried to fix the bug sarjuuk mentioned, it's about setting the tower-owners in terrokar after 6h back to neutral - i hope this patch works, cause i currently have no client to test

    also i fixed the bug, that the banner-gameobject of the nortwest-tower had a wrong rotation

    (this is done through the line:

    -    AddCapturePoint(TFCapturePoints[type].entry,TFCapturePoints[type].map,TFCapturePoints[type].x,TFCapturePoints[type].y,TFCapturePoints[type].z,TFCapturePoints[type].o,TFCapturePoints[type].rot0,TFCapturePoints[type].rot1,TFCapturePoints[type].rot2,TFCapturePoints[type].rot3);
    +    AddCapturePoint(TFCapturePoints[type].entry,TFCapturePoints[type].map,TFCapturePoints[type].x,TFCapturePoints[type].y,TFCapturePoints[type].z,TFCapturePoints[type].o,TFCapturePoints[type].rot0,TFCapturePoints[type].rot1, sin(TFCapturePoints[type].o / 2), cos(TFCapturePoints[type].o / 2));

    the whole patch can be found here - it would be nice if someone can test it

    http://uploaded.to/file/axewey

  12. you can search in battlegroundmgr for "Find a random arena, that can be create", edit the lines below

    and then join directly through the battlemaster to this map

    also you could remove

     1521     // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
    1522     // don't let gm level > 1 either
    1523     if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
    1524         return false;
    

    from player.cpp and then i guess it works - but maybe it will crash then somehow.. i don't know ;)

    good luck with your patch ;)

  13. merged with mangos-0.12

    also i have two small questions, maybe someone knows this :)

    the server where i play, now also has the outdoor-patch running, but there cam lags with stealth-remove from players..

    arrai suggested this fix but we are not 100% sure, if it's ok to just remove those lines or if we would cut off some functionality..

    but maybe those lines got only accidential inside and we can realy remove them

    diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
    index b7229a9..5935ab0 100644
    --- a/src/game/SpellAuras.cpp
    +++ b/src/game/SpellAuras.cpp
    @@ -3359,7 +3359,8 @@ void Aura::HandleModStealth(bool apply, bool Real)
                    {
                        if(OutdoorPvP * pvp = ((Player*)pTarget)->GetOutdoorPvP())
                            pvp->HandlePlayerActivityChanged((Player*)pTarget);
    -                    pTarget->SendUpdateToPlayer((Player*)pTarget);
    +                    // by openpvp-patch introduced -> produced lags
    +                    // pTarget->SendUpdateToPlayer((Player*)pTarget);
                    }
                }
    
    @@ -3432,7 +3433,8 @@ void Aura::HandleInvisibility(bool apply, bool Real)
                        if(OutdoorPvP * pvp = ((Player*)m_target)->GetOutdoorPvP())
                            pvp->HandlePlayerActivityChanged((Player*)m_target);
    
    -                    m_target->SendUpdateToPlayer((Player*)m_target);
    +                    // by openpvp-patch introduced -> produced lags
    +                    // m_target->SendUpdateToPlayer((Player*)m_target);
                    }
                }
            }

    next thing:

    can someone update the eventai.sql in outdoor_0.12?

    i know to less about eventai to do this, and i think someone else here can do it in a few minutes too :)

    @bison: sorry, i can't help with it.. i think psdb has different flags for some creatures/objects than udb.. maybe you try exporting all needed objects/creatures

    from udb and apply it to the psdb (if it then will work, you can post your sql here and we can include it in the repo)

  14. i updated outdoor_0.12.. i changed a wrong mysql statement and then merged with newest mangos-0.12, while merging there were some conflicts - and if i made something wrong the worldstates won't work correctly after this.. but i think i made everything right :) - and it compiles at least^^

    edit: i haven't fixed the eventai.sql - maybe someone here can suggest a working one - i realy never looked at eventai yet (:

    @ragnababy:

    i think you need to run git commit -a or git checkout -f to tell git, what to do with your uncommitted stuff

  15. what about a simple

    while true; do nice -n 20 ./path/to/bin; sleep 5; date; done

    it doesn't look like your script has more functionality your script even has bad hacks and unneeded code

    @sturm you don't need to use special file extensions

    linux just looks at the first byte of a binary to find out how to handle it, and txt-files with a #!/bin/bla at the beginning, will be executed as /bin/bla my_txt_file

    to use file-extensions is just your choice

    btw (your question looks a bit like you asked for that)

    linux itself also has many shellscripts without the .sh extension for example your daemon-startscripts, many git-tools which you use are also shellscripts, the makefiles are shellscripts too

  16. hello, cause i havent found a gdb-restartscript here i will post mine, which i got through looking at: http://www.trinitycore.org/forum/f5/16line-autorestarter-gdb-tracer-t3679.html

    my resulting script, which is already some days in use and seems to work fine, is:

    http://mangos-files.eu/patches/startmangos

    and the restartscript which is also in use:

    http://mangos-files.eu/patches/mangrestart

    and i post the startmangosscript here too, cause i don't know if it will be always on this server

    #!/bin/bash
    LOGDIR="/home/dbs/server/logs/"
    LOG_LOG0="log_mangos"
    LOG_ERR0="err_mangos"
    LOG_GDB0="gdb_mangos"
    
    
    LOG_LOG=$LOGDIR$LOG_LOG0
    LOG_ERR=$LOGDIR$LOG_ERR0
    LOG_GDB=$LOGDIR$LOG_GDB0
    
    echo "run" > .core.gdb
    echo "bt" >> .core.gdb
    echo "bt full" >> .core.gdb
    echo "thread apply all backtrace full" >> .core.gdb
    
    while true
    do
       date=`date +%Y%m%d_%H.%M.%S`
       #gdb ./server/bin/mangos-worldd -x .core.gdb --batch > $LOG_LOG".log" 2> $LOG_ERR".log"
       gdb ./server/bin/mangos-worldd -x .core.gdb --batch &>$LOG_LOG".log"
       grep -B 40 -A 1800 "Program received signal SIG" $LOG_LOG".log" > $LOG_GDB$date".log"
       mv $LOG_LOG".log" $LOG_LOG$date".log"
       #mv $LOG_ERR".log" $LOG_ERR$date".log"
    
       rm $LOGDIR"last_"$LOG_LOG0".log"
       ln -s $LOG_LOG$date".log" $LOGDIR"last_"$LOG_LOG0".log"
       #rm $LOGDIR"last_"$LOG_ERR0".log"
       #ln -s $LOG_ERR$date".log" $LOGDIR"last_"$LOG_ERR0".log"
       rm $LOGDIR"last_"$LOG_GDB0".log"
       ln -s $LOG_GDB$date".log" $LOGDIR"last_"$LOG_GDB0".log"
       echo `date`" restarting"
       sleep 11 # let the operating system clean up some stuff, and the tester cool down a bit 
    done
    

    cause i found no way, so that mangos still can write to stdout, and cause i don't need this feature, you have to do

    tail -f /path/to/mangoslog

    after starting, but then you won't have the console..

    if mangos doesn't write to stdout it's also realy much faster (10seconds without stdout and over 60s with stdout)

    also i don't take any warranty if this script doesn't work at your computer or if this will destroy something - please read the code first

    i only post it here so that other people can get inspiration how this can be done

  17. mh it doesn't seem to work if i follow the readme, it still writes cmake files into the mangosroot:

    balrok@webserver:~/mangos$ mkdir build
    balrok@webserver:~/mangos$ cd build/
    balrok@webserver:~/mangos/build$ cmake ../
    .
    .
    .
    -- Build files have been written to: /home/balrok/mangos

    balrok@webserver:~/mangos/build$ cd ../
    balrok@webserver:~/mangos$ make
    [  0%] Built target genrev
    [  0%] Built target revision.h
    [  4%] Built target g3dlite
    [ 11%] Built target mangossockets
    [ 16%] Built target zlib
    [ 26%] Built target ZThread
    [ 26%] Building CXX object src/framework/CMakeFiles/mangosframework.dir/Policies/ObjectLifeTime.cpp.o
    In file included from /home/balrok/mangos/src/framework/Policies/ObjectLifeTime.h:23,
                    from /home/balrok/mangos/src/framework/Policies/ObjectLifeTime.cpp:20:
    /home/balrok/mangos/src/framework/Platform/Define.h:24:29: error: ace/Basic_Types.h: No such file or directory
    /home/balrok/mangos/src/framework/Platform/Define.h:25:28: error: ace/ACE_export.h: No such file or directory
    In file included from /home/balrok/mangos/src/framework/Policies/ObjectLifeTime.h:23,
                    from /home/balrok/mangos/src/framework/Policies/ObjectLifeTime.cpp:20:
    /home/balrok/mangos/src/framework/Platform/Define.h:109: error: ‘ACE_INT64’ does not name a type
    /home/balrok/mangos/src/framework/Platform/Define.h:110: error: ‘ACE_INT32’ does not name a type
    /home/balrok/mangos/src/framework/Platform/Define.h:111: error: ‘ACE_INT16’ does not name a type
    /home/balrok/mangos/src/framework/Platform/Define.h:112: error: ‘ACE_INT8’ does not name a type
    /home/balrok/mangos/src/framework/Platform/Define.h:113: error: ‘ACE_UINT64’ does not name a type
    /home/balrok/mangos/src/framework/Platform/Define.h:114: error: ‘ACE_UINT32’ does not name a type
    /home/balrok/mangos/src/framework/Platform/Define.h:115: error: ‘ACE_UINT16’ does not name a type
    /home/balrok/mangos/src/framework/Platform/Define.h:116: error: ‘ACE_UINT8’ does not name a type
    /home/balrok/mangos/src/framework/Platform/Define.h:119: error: ‘uint16’ does not name a type
    /home/balrok/mangos/src/framework/Platform/Define.h:120: error: ‘uint32’ does not name a type
    /home/balrok/mangos/src/framework/Platform/Define.h:123: error: ‘uint64’ does not name a type
    make[2]: *** [src/framework/CMakeFiles/mangosframework.dir/Policies/ObjectLifeTime.cpp.o] Error 1
    make[1]: *** [src/framework/CMakeFiles/mangosframework.dir/all] Error 2
    make: *** [all] Error 2
    balrok@webserver:~/mangos$ 

    the same error also comes if i do "cmake ." and then "make" in mangosroot

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