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blueboy

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Everything posted by blueboy

  1. Hi rhaziel, Thanks for the crash log, it has quickly enabled me to see what the problem is. In actual fact, this problem occured originally in the main playerbot. On some systems the database server cannot deal with ObjectGuids. The guid value sent must be in the raw state. This can be fixed quite easily by appending (.GetCounter()) to each of the guid parameters sent to the database. so now becomes I will be updating the portalzero repo shortly. EDIT: The portazero repo has now been updated. Hope this helps
  2. Did specify the path to gdb-commands in the first script? The first script calls the second, you do not need to run it manually. The console might look weird but remember mangosd is running within gdb. If your server crashes gdb will record details to gdb-log i.e. you just run ./gdb-mangosd Hope this helps
  3. Hi rhaziel, EDIT: I've taken a brief look at your logs. This may not effect the issue your getting, but it might be a good idea to update your ssl package. I'm current running OpenSSL 1.0.0 29 Mar 2010. I know this might be a pain because most distros also require you to update the distro too in order to support the updated ssl. Also you might check the version of gcc, I'm currently using O.K so you now include DEBUG information in your build. What we now require is some details on the crash. Your using linux so install the gdb debugger on your system and run the mangosd daemon under the debugger. Use the following bash scripts gdb-mangosd in the bin folder where mangosd resides and gdb-commands in the chosen bin path above (EDIT Please note that this script is a helper script, called by the script above. You do not need to run this separately) Then start your server Example output when it crashes from gdb-log Hope this helps
  4. O.K, Here is a list information we need from you Describe your system (i.e Hardware 64bit or 32bit, OS, compiler & version) Describe how you built your server (i.e I don't want you to tell me that you followed my instructions) Create the project and include the -DDEBUG=1 flag, and build your server. If the server crashes it should provide you with more information than just 'Illegal Instruction'. I must admit this does sound like a compatiblity issue. Code that works fine on some systems, bombs out on others (e.g UBUNTU distro can be very sensitive. Please note this is not a criticism of UBUNTO, it just means that we need to find a code fix that works on all systems). Hope this helps
  5. Hi ensiferum, I've just compiled the code as is from https://github.com/blueboy/portalzero with the latest MaNGOS zero code. I summoned three bots with the following macro and it works fine. I did notice a small discrepancy in the mangosd log you give. Th core guys have added a new .conf file that needs configuring. The default file exists in the source code; 'src/mangosd/mods.conf.dist.in' If not present with your other conf files, you need to copy it across and rename it to mods.confFor development purposes I do not use 'scripdev zero' code, but I wouldn't think that would cause your crash. I will take a closer look at the code, leave it with me. Can you confirm that you are not using any wow addons or third party mods, in addition to playerbot. Did you have any merge conflicts, before compiling the code? You only need to modify the world database if you are using mangos botguy. (mangos_botguy.sql) This only needs applying once to a clean db download. EDIT: I have now tested portalzero code under windows and linux. Both compile and run without issue. Hope this helps
  6. Hi Guys, I see there has been alot of discussion and that's always good. I haven't been ignoring you, but I've been busy working on an idea that will enable bots to manage their primary professions (i.e enchanter bots can now enchant and disenchant items). I already have a working patch for enchanting and I hope to develop the idea to encompass other primary professions that manipulate items too. I want to avoid changing gaming restrictions that exist in wow, for playerbot. As far as I'm aware, the soulbound restriction exists to prevent item trading/enhancing between players. If a player has a soulbound item, he/she can use it, sell it and or enhance it only if they have the ability (i.e enchanting or jewelcrafting) to do so. If this is incorrect let me know I will be creating a new alpha branch called 'process' and will push the code shortly. Hope this helps
  7. Hi Guys, @kennumen It looks good to me. Data fields can always be changed, if the need demands later. I look forward to seeing your work and thanks @Akuba As I said on PM we might need to examine incomming comms from HealBot and update the text filters. I've included a monitor in the code just before the text filters @ ~ line 5345 in PlayerbotAI.cpp The output to the world daemon (mangosd) screen then gave the following from HealBot As you can see, not all the comms contain the word "HealBot". Maybe you can do the same on your server, until the spam occurs again. We can then include addtional filters (i.e "hbComms") to stop unwanted noise. Hope this helps
  8. Hi Akuba, I know exactly what you mean. I use the ytdb database and the training dummies are a bit proactive. I think the best way for the bots to avoid being followed is to create a command that teleports the bots away from the threat. They will then automatically teleport back to the master. Behaviour similar to using the Hearthstone. In the client chat window, They will teleport to their respective homes and then immediately teleport back to the master's location. The only problem with using this is that it is subject to a cooldown period, before you can re-use it. Leave it with me and I'll come up with something. This suggest that something is continually sending an 'inspect' request to the bot. Are you using any addons that have party chat. I know 'QuestHelper' does. Either disable party chat or disable the addon. Hope this helps
  9. First create two macros 1) priest attack 2) party attack First send in the priest to pull the mob. The party will remain close to the player, and will only react if the player is threatened. Then, command the party to attack, once the priest has the mobs attention. Hope this helps
  10. Hi, Yes, the 'configSpecs' is more like a 'blob' of data, than a string. The newline character would certainly cause problems. I tried putting a newline character inside the existing playerbot config option and the server refused to load playerbot.conf at all, as the world daemon starts. It might be better to load the 'configSpec' as a data blob from a custom database table. You might also try breaking up the blob into smaller quantities, with a less complex data structure. I'm not sure what the maximum character size is for std::string variables. If you can publish your work, we might be able to come up with something together. How about this; Each TalentSpec will fit on one line and should load without error. Hope this helps
  11. Hi, Are you talking generally about playerbot? If so, I recently added support for MaNGOS zero core. You can find the code @ https://github.com/blueboy/portalzero I run the code primarily on linux, but it also runs on windows too Hope this helps
  12. We're very relaxed at playerbot :cool: , you contribute only when you wish "onLevel" handling, in what context? Do you want code to handle a "levelup" (client/server) event or a level restriction event? Either way, I don't believe there is anything in playerbot yet. Your absolutely right about updating the first post with some simple instructions. I'll sort that out, Cheers
  13. Hi Kennumen, I have now added you to our collaborators list I suggest you create a new branch for your work. Call it anything you want, but keep the name short. For illustration purposes I will use the name 'pvp-ai'. 1. You want to use a suitable code base for your work. I recommend you start by cloning the portal master to your harddrive. 2. Then create the remote branch off portal master 3. Now lets track your work. This will allow you to push/pull commits directly to/from your branch 'pvp-ai'. The following (checkout -b) creates and switches to a local branch called 'pvp-ai'. It also sets up tracking (--track) to the remote branch 'origin/pvp-ai' To view all accessible branches, local & remote 4. To merge the contents of another branch into your branch (e.g new-ai). First, do the merge locally from within pvp-ai and then push to your remote branch. I think this will be enough information to get you started. Hope this helps
  14. Hmm, Let's give it a try. I often find that once I've written code, I then find a better way to achieve the same result. The beauty of using the 'alpha branches' as workareas for development is that it doesn't interfere with the main code. If an idea doesn't work, it's no biggy, but it gives others the opportunity to try the code out and provide constructive feedback. If we create a new alpha branch off the portal repo, we can explore different ways to manage character attributes, 1) Maybe adapt the existing 'co' (combatorder) command that utilizes bitwise addition to maintain both primary and secondary orders for each character. You could instead assign we could compare the actual talents and gylph abilities for each character, with the talent specs you propose and hightlight available ones in green and those needed in red The talents and glyphs could then be maintained for each character, using the 'talent' command. 2) Possibly utilizing database I/O to maintain character attributes between server restarts. 3) Your suggestion to use the config file (only configurable by server admins) to set default talent spec attributes. Interesting idea that I'm sure we could get functional. Are these talent specs meant to be templates for users to use on their characters, or only guidelines to follow? Yes, It was never my intention to use bitwise addition with the TaskFlags, as I can't see a situation where it would be necessary to perform multiple tasks on the same item at once. I have taken a closer look at the TaskFlags enum values and they are fine for the purpose (i.e unique). But I do agree that numbering them 0x02,0x03,0x04,0x05 ...etc would more effective, so I'll probably change these next time I push code. have fun coding and I'll speak with you soon, Cheers
  15. O.K I've just updated the two stable master code repos (blueboy/mangos & playerbot/mangos) with the lastest core. The code in these two repos is identical and it compiles and runs without issue. Please note that the code in these to repos does not contain any of the recent improvements reported on the playerbot thread. If you want to test out these improvements, I suggest you use the code on the new-ai alpha branch. Don't worry all our code is stable, the only distinction between our stable release code and the development/test code is that the former is proven. Your feedback on the code would be welcomed. Hope this helps
  16. Hi X-Savior & marx123 What playerbot code do you want to try? release code (master) most stable code https://github.com/playerbot/mangos https://github.com/blueboy/mangos beta code for test (master) stable test code https://github.com/blueboy/portal alpha code for development (alpha branches) code in development https://github.com/blueboy/portal/tree/loot-fix-bt https://github.com/blueboy/portal/tree/new-ai https://github.com/blueboy/portal/tree/sharedbots As far as I'm aware, all code will work with the latest MaNGOS code [11792] (Please let me know if this is not so). If you wiish to try out the latest code changes to playerbot, then I recommend you primarily use the new-ai alpha branch code (this contains all playerbot code, except that from sharedbots). The standard playerbot code allows you to summon/dismiss upto 9 bots from a single account. The sharedbots code (in development) enhances the playerbot code , allowing you to summon/dismiss bots (marked as "shared", see bot_readme.txt for sharedbots code) from several accounts. Hope this helps
  17. That's the only annoying problem with MoveMapGen. They have certainly improved the extraction time from what it was originally. I remember it used to take about two days on the box I was running at the time. On the dual xeon workstation I have now, it still takes over twelve hours but it's much better. It's good that your having a go at preparing a clean patch for movement maps yourself. If you have any problems, let me know. Remember that you'll have to apply the patches in a strict order. I like to apply movement maps first as it will eventually be part of the core. The playerbot patch will need to be adapted to apply after movement maps (few small changes to Chat.cpp Chat.h and the VC100 source) Hope this helps
  18. Hi Akuba & Flameburst, Can you both describe your systems please (hardware, os and which mods your using), also providing more information on the errors your getting. Cheers
  19. Pound to a penny, the complaint was that grep utility didn't understand what the '-m' option was. If this is the case, then you need too update the version of grep.exe in your windows bash shell. This is a very old error and I don't know why they haven't updated these shells yet to contain the newer version of grep. I did it manually myself by finding a suitable replacement on the internet and then overwriting the file locally. To check your version and you should have 2.5.4 or greater. If not, this would account for your error Hope this helps
  20. Hi, new-ai is an 'alpha' branch off portal master, they are not the same. The code in new-ai contains all code from master, plus recent development work and fixes. EDIT: Sorry, yes thats what you said. It's been a long day... new-ai does not contain sharedbots code. To use all the code, it is only necessary to merge new-ai and sharedbots. I like to build from a clean download of the latest core. I then apply standalone patches. 1) new-ai.patch and then 2) sharedbots.patch hope this helps
  21. Hi Akuba, As I have pointed out in your message on PM, your not actually using the code on new-ai, but the code on portal master. If you clone the portal repository, you need to switch to the new-ai branch You can then build your server and enjoy the changes on new-ai Hope this helps
  22. Hi Akuba, Sorry my fault When I created the function PickPocket() for rogues, I didn't build in any event traps for invalid targets. A NULL pointer is being passed as a target to pickpocket. Then there is an attempt to loot an invalid creature and CRASH! On entry to the function I should have included a statement I have updated the new-ai branch and would be grateful if you could confirm that it stops the crash. .. and thanks for drawing my attention to this error Hope this helps
  23. The 'talent' command allows you to add bot talents as they level up and you can even get the bots to reset all their talents, if necessary (cost increasing each time it is done, for a particular bot). I added this to playerbot in reponse a request by someone who also going to develop the playerbot ai further. He then promptly disappeared The code is in place and I'm sure it can be further adapted if required. Hope this helps
  24. Your question is a little premature as playerbot does not yet have anything to do with battegrounds. However I took a look at BattleGround.cpp and I couldn't find a reference to 'GetGUID' in the function EndBattleGround(Team). I guess you are using other mods on your server that maybe changing the core code. Off the top of my head you might try changing the reference to the player, using GetObjectGuid() instead of GetGUID. It may work Hope this helps
  25. Hi kennumen, Forgive my ignorance over the relevance of the talent info. I guess management of talents is key to bots properly functioning in arenas and battlegrounds. I'm very much out of my depth with the details at present, but I hope to find time to get some experience in these areas myself. When I do, I'm sure this information will be very useful, so keep posting it and thanks I thought I might have got the heal spell order wrong, but that can be easily fixed, thanks and thanks for your time
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