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Xenithar

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Everything posted by Xenithar

  1. Alright, I am stuck. I am still getting this after a fresh clone. It is my belief that the internal ACE is causing me issues (both recent crashes referenced ACE) and it has caused issues in the past. However, I am unable to even build the server using my external libraries which do work. It is my belief that if I can simply use the correct library the new logic_error crash will disappear. What do I have to do or edit to allow this to work? I have no clue what was changed or where which broke it. [code] Linking CXX executable realmd /usr/bin/ld: cannot find -lace collect2: error: ld returned 1 exit status make[2]: *** [src/realmd/realmd] Error 1 make[1]: *** [src/realmd/CMakeFiles/realmd.dir/all] Error 2 make: *** [all] Error 2 There was an error building MaNGOS! [/code] This is with a fresh clone from about thirty minutes ago.
  2. Go figure, it happened while I was out today. Not sure the time here or what was going on. [code] terminate called after throwing an instance of 'std::logic_error' what(): invalid node overlap Program received signal SIGABRT, Aborted. [Switching to Thread 0xb203cb70 (LWP 18603)] 0xb7fe1424 in __kernel_vsyscall () (gdb) backtrace #0 0xb7fe1424 in __kernel_vsyscall () #1 0xb75d7661 in raise () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 #2 0xb75daa92 in abort () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 #3 0xb77c028d in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #4 0xb77bdef3 in ?? () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #5 0xb77bdf2f in std::terminate() () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #6 0xb77be1ce in __cxa_throw () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #7 0x087ccfd7 in BIH::subdivide (this=0xce46690, left=5, right=8, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=24, depth=3, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:68 #8 0x087cdadd in BIH::subdivide (this=0xce46690, left=5, right=8, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=6, depth=2, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:248 #9 0x087cdb5b in BIH::subdivide (this=0xce46690, left=0, right=4, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=0, depth=1, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:252 #10 0x087ccd21 in BIH::buildHierarchy (this=0xce46690, tempTree=..., dat=..., stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:38 #11 0x0896c46f in BIH::build >(G3D::Array const&, void (&)(GameObjectModel const*, G3D::AABox&), unsigned int, bool) ( this=0xce46690, primitives=..., getBounds= @0x896ae87: {void (const GameObjectModel *, G3D::AABox &)} 0x896ae87 ::getBounds2(GameObjectModel const*, G3D::AABox&)>, leafSize=3, printStats=false) at /home/---/zero/src/server/src/game/vmap/BIH.h:156 #12 0x0896badb in BIHWrap >::balance (this=0xce46690) at /home/---/zero/src/server/src/game/vmap/BIHWrap.h:154 #13 0x0896bc72 in BIHWrap >::intersectRay (this=0xce46690, r=..., intersectCallback=..., maxDist=@0xb2038620: 3.00705647) at /home/---/zero/src/server/src/game/vmap/BIHWrap.h:167 #14 0x0896b620 in RegularGrid2D >, NodeCreator > >, PositionTrait >::intersectZAllignedRay (this=0xb474660, ray=..., intersectCallback=..., max_dist=@0xb2038620: 3.00705647) at /home/---/zero/src/server/src/game/vmap/RegularGrid.h:357 #15 0x0896ad57 in DynamicMapTree::getHeight (this=0xa664774, x=-1348.43018, y=-897.940186, z=-0.963959932, maxSearchDist=3.00705647) at /home/---/zero/src/server/src/game/vmap/DynamicTree.cpp:278 #16 0x087dad0a in Map::GetHeight (this=0xa63f5d8, x=-1348.43018, y=-897.940186, z=-2.96395993) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:2022 #17 0x0866c260 in WorldObject::UpdateAllowedPositionZ (this=0xcb5e660, x=-1348.43018, y=-897.940186, z=@0xb2038748: -2.96395993) at /home/---/zero/src/server/src/game/Object/Object.cpp:1318 #18 0x089345f1 in RandomMovementGenerator::_setRandomLocation ( this=0xcc67080, creature=...) at /home/---/zero/src/server/src/game/MotionGenerators/RandomMovementGenerator.cpp:58 #19 0x08934774 in RandomMovementGenerator::Initialize ( this=0xcc67080, creature=...) at /home/---/zero/src/server/src/game/MotionGenerators/RandomMovementGenerator.cpp:86 #20 0x085f2dca in MovementGeneratorMedium >::Initialize (this=0xcc67080, u=...) at /home/---/zero/src/server/src/game/MotionGenerators/MovementGenerator.h:79 #21 0x085eba77 in MotionMaster::Initialize (this=0xcb5f090) at /home/---/zero/src/server/src/game/MotionGenerators/MotionMaster.cpp:63 #22 0x0871c927 in Creature::AIM_Initialize (this=0xcb5e660) at /home/---/zero/src/server/src/game/Object/Creature.cpp:780 #23 0x0871ec38 in Creature::LoadFromDB (this=0xcb5e660, guidlow=25635, map=0xa63f5d8) at /home/---/zero/src/server/src/game/Object/Creature.cpp:1444 #24 0x08878c43 in LoadHelper (guid_set=..., cell=..., count=@0xb2039b84: 47, map=0xa63f5d8, grid=...) at /home/---/zero/src/server/src/game/WorldHandlers/ObjectGridLoader.cpp:126 #25 0x08878319 in ObjectGridLoader::Visit (this=0xb2039b74, m=...) at /home/---/zero/src/server/src/game/WorldHandlers/ObjectGridLoader.cpp:203 #26 0x08879478 in VisitorHelper (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:72 #27 0x08879320 in VisitorHelper > > (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:85 #28 0x08879216 in VisitorHelper > > > (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:86 #29 0x08879152 in VisitorHelper > > > > (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:98 #30 0x088790ba in TypeContainerVisitor > > > > >::Visit (this=0xb2038abc, c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:127 #31 0x08878d96 in Grid > > >, TypeList > > > >::Visit (this=0xd248cbc, visitor=...) at /home/---/zero/src/server/src/framework/GameSystem/Grid.h:99 #32 0x088784e6 in ObjectGridLoader::Load (this=0xb2039b74, grid=...) at /home/---/zero/src/server/src/game/WorldHandlers/ObjectGridLoader.cpp:226 #33 0x08878ddc in GridLoader > > >, TypeList > > > >::Load (this=0xb2038b27, grid=..., loader=...) at /home/---/zero/src/server/src/framework/GameSystem/GridLoader.h:63 #34 0x088785f5 in ObjectGridLoader::LoadN (this=0xb2039b74) at /home/---/zero/src/server/src/game/WorldHandlers/ObjectGridLoader.cpp:248 #35 0x087d4022 in Map::EnsureGridLoaded (this=0xa63f5d8, cell=...) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:284 #36 0x0860449c in Map::Visit > > > > > (this=0xa63f5d8, cell=..., visitor=...) at /home/---/zero/src/server/src/game/WorldHandlers/Map.h:445 #37 0x086045d0 in Cell::VisitCircle > > > > > (this=0xb2039d54, visitor=..., m=..., begin_cell=..., end_cell=...) at /home/---/zero/src/server/src/game/WorldHandlers/CellImpl.h:145 #38 0x08603c6b in Cell::Visit > > > > > (this=0xb2039d54, standing_cell=..., visitor=..., m=..., x=-1216.37231, y=-452.171692, radius=91.3158417) at /home/---/zero/src/server/src/game/WorldHandlers/CellImpl.h:102 #39 0x08603287 in Cell::Visit > > > > > (this=0xb2039d54, standing_cell=..., visitor=..., m=..., obj=..., radius=90) at /home/---/zero/src/server/src/game/WorldHandlers/CellImpl.h:62 #40 0x08602b2d in Cell::VisitAllObjects ( center_obj=0xcd56db0, visitor=..., radius=90, dont_load=false) at /home/---/zero/src/server/src/game/WorldHandlers/CellImpl.h:211 #41 0x08601b23 in Camera::UpdateVisibilityForOwner (this=0xcd58038) at /home/---/zero/src/server/src/game/Object/Camera.cpp:155 #42 0x0866ea1c in ViewPoint::CameraCall (this=0xcd56e24, handler= (void (Camera::*)(Camera * const)) 0x8601ad0 ) at /home/---/zero/src/server/src/game/Object/Camera.h:105 #43 0x0866eabf in ViewPoint::Call_UpdateVisibilityForOwner (this=0xcd56e24) at /home/---/zero/src/server/src/game/Object/Camera.h:143 #44 0x0869f3db in Unit::OnRelocated (this=0xcd56db0) at /home/---/zero/src/server/src/game/Object/Unit.cpp:9292 #45 0x087d5ad6 in Map::PlayerRelocation (this=0xa63f5d8, player=0xcd56db0, x=-1216.37231, y=-452.171692, z=95.4614182, orientation=-1.26908457) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:722 #46 0x086d1c33 in Player::SetPosition (this=0xcd56db0, x=-1216.37231, y=-452.171692, z=95.4614182, orientation=-1.26908457, teleport=false) at /home/---/zero/src/server/src/game/Object/Player.cpp:5468 #47 0x0869f517 in Unit::UpdateSplineMovement (this=0xcd56db0, t_diff=100) at /home/---/zero/src/server/src/game/Object/Unit.cpp:9321 #48 0x086830bf in Unit::Update (this=0xcd56db0, update_diff=100, p_time=100) at /home/---/zero/src/server/src/game/Object/Unit.cpp:371 #49 0x086c3967 in Player::Update (this=0xcd56db0, update_diff=100, p_time=100) at /home/---/zero/src/server/src/game/Object/Player.cpp:1115 #50 0x087db270 in WorldObject::UpdateHelper::Update (this=0xb203c18c, time_diff=100) at /home/---/zero/src/server/src/game/Object/Object.h:473 #51 0x087d4bb0 in Map::Update (this=0xa63f5d8, t_diff=@0xb203c23c: 100) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:482 #52 0x088e44fa in MapManager::Update (this=0xb467da8, diff=49) at /home/---/zero/src/server/src/game/WorldHandlers/MapManager.cpp:184 #53 0x087f1ae5 in World::Update (this=0x8e52528, diff=49) at /home/---/zero/src/server/src/game/WorldHandlers/World.cpp:1498 #54 0x085b8523 in WorldRunnable::run (this=0xbb3e4f8) at /home/---/zero/src/server/src/mangosd/WorldRunnable.cpp:66 #55 0x0898e2f1 in ACE_Based::Thread::ThreadTask (param=0xbb3e4f8) at /home/---/zero/src/server/src/shared/Threading.cpp:197 #56 0xb7f08980 in ACE_OS_Thread_Adapter::invoke (this=0xbb3f7b8) at /home/---/zero/src/server/dep/acelite/ace/OS_Thread_Adapter.cpp:103 #57 0xb7eadca3 in ace_thread_adapter (args=0xbb3f7b8) at /home/---/zero/src/server/dep/acelite/ace/Base_Thread_Adapter.cpp:126 #58 0xb7717c39 in start_thread () from /lib/i386-linux-gnu/i686/cmov/libpthread.so.0 #59 0xb76849fe in clone () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 [/code] Whoa! That is a new logic_error crash! Big one too! However, I had to compile using internal ACE and I see ACE listed there. I always use external because I remember large backtraces like this from ages back when I used internal ACE. Foereaper said there was a new internal ACE, but I still see ACE in this dump. I would REALLY like to be able to use my OS ACE libraries again. That fixed loads of crashes in the past.
  3. I will update my end and check it out. Questions abound however. You stated that "CONF_DIR" is relative to the install prefix. Does this mean that I cannot set my prefix to "/home/wow/zero" and my configuration directory to something like "/etc". I would not do such a thing, but I want to know. On my production server I install to "/usr". This places my stuff in a spot where any user can fire up their own server. My end goal is to have a Debian/Ubuntu package users can install. However, configuration files do go to "/etc". Is this possible? If not it is no big deal, but it would be nice to follow the normal method for configurations. My backup plan would be to create a symlink to "/etc" in "/usr" during the install so the configuration files are in the correct spot.
  4. Sure. This morning mom was just south of Cairne Bloodhoof crossing the bridge towards Hunter Rise. I was on Middle Rise moving towards the inn-like building with the bridge that goes to Spirit Rise. I was heading over for first aid training. Nobody else was online. I do have mmaps and vmaps enabled. I will do a proper backtrace next time. Oh, and the server had been up for roughly one hour. Box was rebooted about twelve hours prior to that.
  5. I have reopened this issue because it is not yet fixed. Server has been up for an hour, mom playing a lv10 warrior and me on my 34 hunter. Both of us in TB, then this. [code] terminate called after throwing an instance of 'std::logic_error' what(): invalid node overlap Program received signal SIGABRT, Aborted. [Switching to Thread 0xb203cb70 (LWP 18345)] 0xb7fe1424 in __kernel_vsyscall () [/code] Same error. This is a fresh clone and build from last night, so it is still in there.
  6. Skin them, they hang around! The title says it all. I am running a build from last night I finally managed to get working. Seems fine, but right away I noticed that when I skinned a mob (in this case the lashtails outside Grom'Gol) the corpse would not despawn after I looted the leather. It stayed and was selectable and all. It should despawn once skinned and the leather has been looted. I am leaving this at unconfirmed until somebody else tests it. This is with a fresh configuration and all, so everything is at default values as far as configs go.
  7. I do not have a prot warrior but I believe my mom does. I will attempt to replicate this over the next few days.
  8. Alright, Foereaper explained changes which do not appear to be documented on our forum to me. The addition of the new cmake parameter will clear PART of this up. We now need a parameter for where to place binaries. I will suggest that when these parameters are omitted, we default to the correct locations. Under Unix/Linux/BSD/Apple/Solaris/etc this will be "etc" for configuration files and "bin" for the binaries. Under Windows I would suggest "%Userdocs%/My Games/MaNGOS" for the configuration files and wherever the user wants for the binaries. This way when these parameters are omitted we still get a sane solution on all systems.
  9. I backed up my build before building the current build and after restoring it, I cannot reproduce this bug on R20. In fact it has not happened to any of us since R20 came out. Maybe something else is triggering it?
  10. What was broken in the old system? It worked fine on several platforms for me. This, from my perspective, looks like it is being made to be more like a Windows application.
  11. Alright, I will try the internal ACE library once the proper file locations have been restored and it will run under anything but Windows. For now, I am stuck.
  12. Why are we changing build systems AGAIN? This is why we keep having issues. I am unable to even start the binaries for debugging.
  13. I see. The default location for binaries and for configuration files is not sane in any environment I use. Also, we need ACE working. I have had all kinds of trouble with the internal ACE in the past, external works. This should be top priority. *EDIT* Let's handle the install locations in that ticket. This one is still about no longer being able to use ACE.
  14. Binaries are hosed... I just built R20 and have a major, game-breaking issue. When doing this it is placing the "lua_scripts" directory, binaries, and configuration files in the root of the server "ie: /". This will not work. Normally things go to the correct location when doing a distro-wide install. Binaries go to /bin or /usr/bin depending on the setup. Configuration files always go in /etc. Everything else is correct, but this is not. I tested this on my Gentoo virtual system and got the same thing. Something is installing binaries and configuration files outside of /bin, so only root can do it. *UPDATE* It appears to do this on BSD also. Binaries need to be installed to /bin and configuration files need to be installed to /etc. I cannot get this working on any *nix or BSD system right now.
  15. It compiled, but there is a new problem. The binaries did not get installed to /bin, they installed in the root along with the configuration files. In other words, I did not get /bin or /etc as it should. This would break installing it on any OS as an OS package aside from possibly Windows. *UPDATE* Upon creating the correct directories and sorting the files into it, it cannot find the configuration files. Something is VERY broken here outside of not being able to use the external libraries.
  16. I will post the result in about 30min.
  17. Same as always, Debian GNU/Linux. Parameters are as follows. [code] -DDEBUG=1 -DUSE_STD_MALLOC=1 -DACE_USE_EXTERNAL=1 -DPOSTGRESQL=0 -DBUILD_TOOLS=0 -DSCRIPT_LIB_ELUNA=1 -DSCRIPT_LIB_SD2=1 -DCMAKE_INSTALL_PREFIX=/home/???/zero [/code] The question marks simply hide my username. I don't want it shown.
  18. I use external ACE, which is present. Nothing changed. I compiled, went on vacation, returned, cloned fresh, compile failed. I have not changed my system in any way. [code] ???@WoW01:~$ dpkg --get-selections | grep ace libace-6.0.3 install libace-dev install traceroute install ???@WoW01:~$ [/code] So it is there. Something changed since I left two weeks ago. *EDIT* Also, this: [code] ???@WoW01:~/zero/src/server/build$ make [ 0%] Built target genrev [ 0%] Built target revision.h [ 1%] Built target detour [ 3%] Built target recast [ 11%] Built target g3dlite [ 14%] Built target zlib [ 15%] Built target bzip2 [ 16%] Built target libmpq [ 23%] Built target lualib [ 24%] Built target framework [ 29%] Built target shared [ 30%] Built target LuaEngine [ 30%] Built target pchdef.cpp_dephelp [ 30%] Built target generate_pchdef.cpp [ 30%] Built target precompiled.cpp_dephelp [ 31%] Built target generate_precompiled.cpp [ 68%] Built target mangosscript [ 98%] Built target game Linking CXX executable realmd /usr/bin/ld: cannot find -lace collect2: error: ld returned 1 exit status make[2]: *** [src/realmd/realmd] Error 1 make[1]: *** [src/realmd/CMakeFiles/realmd.dir/all] Error 2 make: *** [all] Error 2 [/code] *UPDATE* The "link.txt" file for realmd is all screwed up. [code] /usr/bin/c++ -g -g -Wall -Wfatal-errors -Wextra -Winvalid-pch -Wl,--no-as-needed -ldl -pthread -lrt CMakeFiles/realmd.dir/AuthSocket.cpp.o CMakeFiles/realmd.dir/BufferedSocket.cpp.o CMakeFiles/realmd.dir/Main.cpp.o CMakeFiles/realmd.dir/PatchHandler.cpp.o CMakeFiles/realmd.dir/RealmList.cpp.o -o realmd -rdynamic ../shared/libshared.a ../framework/libframework.a -lace -lmysqlclient_r -lssl -lcrypto -Wl,-rpath,/home/???/zero/lib [/code] First, there are two "-g" parameters. Why? Next, I see "-Wl" with comma, but no commas for the other parameters. If we're passing multiple parameters to the linker, it should be a comma-separated list. Finally, I see additional parameters at the end of the command and the another "-Wl" with a proper set of commands. It does not look correct to me. Can somebody verify that we're supposed to have it this way? I do not believe we should have to "-g" parameters and I am still not following the entire syntax here.
  19. The realmd executable will not link Got a new one. I just got home and cloned/built the latest R20, but it gets to 99% every time and then this. [code] Linking CXX executable realmd /usr/bin/ld: cannot find -lace collect2: error: ld returned 1 exit status make[2]: *** [src/realmd/realmd] Error 1 make[1]: *** [src/realmd/CMakeFiles/realmd.dir/all] Error 2 make: *** [all] Error 2 [/code] Due to this, I cannot verify any of the recent fixes under Linux which were added while I was on vacation. My initial instinct tells me that this parameter is being treated as a file for some reason.
  20. I have a ticket on the bot being broken already. Exactly as Max says. Starts fine, but nothing is shown in-game and nothing is ever bought from players.
  21. I looked and only saw ONE commit that appeared to be for R20, and it changed variable (constant?) names. The others are before I started having issues. The only recent one is linked below, but I do not see how this would cause the program to not work at all. [url]https://github.com/mangoszero/server/commit/b1219090a5b5f222f26417d4dc62f64c604d0453[/url]
  22. And another invalid node overlap. Same as the last two.
  23. Another one. I am not going to paste this because it is the same thing. I got "invalid node overlap" again.
  24. I was under the impression AHBot was not modified. This changes things. I will start with those. Thanks. I am also looking at the dang crash that happens all the time, but it appears to be with vmaps and I do not understand vmaps.
  25. Alright, this time I have no clue why the crash happened. Mom was playing a new warlock, killed the required mobs and hearthed to return to the starting spot. When she got there, nothing spawned or moved. [code] WORLD: Sent SMSG_QUESTGIVER_STATUS for Creature (Entry: 3145 Guid: 3444) WORLD: Received opcode CMSG_QUESTGIVER_STATUS_QUERY - for Player Durqas (Guid: 31) to Creature (Entry: 5887 Guid: 3417) WORLD: Sent SMSG_QUESTGIVER_STATUS for Creature (Entry: 5887 Guid: 3417) WORLD: Received opcode CMSG_QUESTGIVER_STATUS_QUERY - for Player Durqas (Guid: 31) to Creature (Entry: 3143 Guid: 3443) WORLD: Sent SMSG_QUESTGIVER_STATUS for Creature (Entry: 3143 Guid: 3443) WORLD: Received opcode CMSG_QUESTGIVER_STATUS_QUERY - for Player Durqas (Guid: 31) to Creature (Entry: 3882 Guid: 7660) WORLD: Sent SMSG_QUESTGIVER_STATUS for Creature (Entry: 3882 Guid: 7660) WORLD: Received opcode CMSG_QUESTGIVER_STATUS_QUERY - for Player Durqas (Guid: 31) to Creature (Entry: 3158 Guid: 7282) WORLD: Sent SMSG_QUESTGIVER_STATUS for Creature (Entry: 3158 Guid: 7282) WORLD: Received opcode CMSG_QUESTGIVER_STATUS_QUERY - for Player Durqas (Guid: 31) to Creature (Entry: 9796 Guid: 704) WORLD: Sent SMSG_QUESTGIVER_STATUS for Creature (Entry: 9796 Guid: 704) terminate called after throwing an instance of 'std::logic_error' what(): invalid node overlap Program received signal SIGABRT, Aborted. [Switching to Thread 0xb20f3b70 (LWP 3063)] 0xb7fe1424 in __kernel_vsyscall () (gdb) backtrace #0 0xb7fe1424 in __kernel_vsyscall () #1 0xb7697681 in raise () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 #2 0xb769aab2 in abort () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 #3 0xb787e28d in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #4 0xb787bef3 in ?? () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #5 0xb787bf2f in std::terminate() () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #6 0xb787c1ce in __cxa_throw () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #7 0x089389d7 in BIH::subdivide (this=0xcac10d0, left=31, right=42, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=102, depth=9, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:68 #8 0x0893955b in BIH::subdivide (this=0xcac10d0, left=23, right=30, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=96, depth=8, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:252 #9 0x08938e48 in BIH::subdivide (this=0xcac10d0, left=23, right=30, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=90, depth=7, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:128 #10 0x089394dd in BIH::subdivide (this=0xcac10d0, left=23, right=42, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=24, depth=6, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:248 #11 0x0893955b in BIH::subdivide (this=0xcac10d0, left=0, right=22, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=18, depth=5, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:252 #12 0x089394dd in BIH::subdivide (this=0xcac10d0, left=0, right=48, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=9, depth=3, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:248 #13 0x089394dd in BIH::subdivide (this=0xcac10d0, left=0, right=49, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=0, depth=1, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:248 #14 0x08938721 in BIH::buildHierarchy (this=0xcac10d0, tempTree=..., dat=..., stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:38 #15 0x0893c0fb in BIH::build >(G3D::Array const&, void (&)(GameObjectModel const*, G3D::AABox&), unsigned int, bool) ( this=0xcac10d0, primitives=..., getBounds= @0x893a5cd: {void (const GameObjectModel *, G3D::AABox &)} 0x893a5cd ::getBounds2(GameObjectModel const*, G3D::AABox&)>, leafSize=3, printStats=false) at /home/---/zero/src/server/src/game/vmap/BIH.h:156 #16 0x0893b223 in BIHWrap >::balance (this=0xcac10d0) at /home/---/zero/src/server/src/game/vmap/BIHWrap.h:147 #17 0x0893a9eb in RegularGrid2D >, NodeCreator > >, PositionTrait >::balance (this=0xb30bd68) at /home/---/zero/src/server/src/game/vmap/RegularGrid.h:148 #18 0x0893a69b in DynTreeImpl::balance (this=0xb30bd68) at /home/---/zero/src/server/src/game/vmap/DynamicTree.cpp:86 #19 0x0893a722 in DynTreeImpl::update (this=0xb30bd68, difftime=338) at /home/---/zero/src/server/src/game/vmap/DynamicTree.cpp:100 #20 0x08939e98 in DynamicMapTree::update (this=0xb9acf7c, t_diff=338) at /home/---/zero/src/server/src/game/vmap/DynamicTree.cpp:144 #21 0x08842624 in Map::Update (this=0xb987de0, t_diff=@0xb20f323c: 338) at /home/---/zero/src/server/src/game/Map.cpp:460 #22 0x08857f52 in MapManager::Update (this=0xb2ff358, diff=338) at /home/---/zero/src/server/src/game/MapManager.cpp:184 #23 0x088e8401 in World::Update (this=0x8ce9348, diff=338) at /home/---/zero/src/server/src/game/World.cpp:1498 #24 0x0855402f in WorldRunnable::run (this=0xa4f2b70) at /home/---/zero/src/server/src/mangosd/WorldRunnable.cpp:66 #25 0x0897dca5 in ACE_Based::Thread::ThreadTask (param=0xa4f2b70) at /home/---/zero/src/server/src/shared/Threading.cpp:197 #26 0xb7f50171 in ACE_OS_Thread_Adapter::invoke() () from /usr/lib/libACE-6.0.3.so #27 0xb7f121cf in ace_thread_adapter () from /usr/lib/libACE-6.0.3.so #28 0xb77d6c39 in start_thread () from /lib/i386-linux-gnu/i686/cmov/libpthread.so.0 #29 0xb7743a6e in clone () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 [/code] Another "invalid node overlap". What "nodes" are throwing these errors? Also, I built the server from a fresh clone this morning, so it should be up to date.
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