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crashuncle

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Everything posted by crashuncle

  1. Here is the official address for Spellwork: https://bitbucket.org/sidsukana/qsw/downloads
  2. Thank you for your fast replies I know Mangos pretty good and check the source of Mangos since years, the code quality is compared to other projects (Which are indeed most of the time based on Mangos) way better. I learned in general a lot about MMORPG developing from Mangos, that is one of the reasons why I supported Mangos at least with a few small donations and in the future maybe even with some fixes once my developing skills are better. The crash is coming quite randomly and I wasn't able to reproduce it myself yet. Well players can go on all retail areas, the testing map (cube) and the old unused Azshara map. They have both a small map ID value though so I have no idea why a function would send "-1" as map value.
  3. I noticed that Oregon is crashing often recently due to a VMAP issue. I heard that Mangos has / had the same crash issue, have you found a fix for it or did anyone find out at least the cause yet? I posted 3 detailed GDB crash reports at the following link: http://pastebin.com/ap2KnV9i A slightly different crash report which is probably related: http://pastebin.com/xBMfZhny
  4. Well I just like such old revisions of Mangos and I like to watch the development progress that way.
  5. The 0.12 version for the 2.4.3 client, based on the source code from August 2010~ I remember there was around this time also a fix for the mentioned issue, but I can't find it. I basically look for the revision which fixes the issue that players keep being displayed at the outer part of the server sided view distance (They stuck there moving even if they are gone since a while).
  6. I remember that there was long time ago a revision for Mangos which fixed the issue that players who are out of the view distance don't "stuck" on the screen. On older revisions of Mangos players who were out of the view distance were still being shown ingame (Walking at the same place till the world is reloaded). This looks quite ugly when you are for example in a city and see a lot of players there which stuck "walking" even if they are at a totally different position or not even ingame anymore. Does anyone remember which revision it was? Or can tell me at least a date or give me a hint which code part fixed that?
  7. This makes much more sense, but nothing like that is in clean core.... custom patch? Well only MTmaps but that shouldn't touch the this code part, and its from the "Mangos One" branch by the way. So how could it be connected with runic power?
  8. I saw the following error today after a crash and dont get the meaning of it: ERROR:Attempt get value from nonexistent value field: 46 (count: 0) for object typeid: 0 type mask: 25 Is there any possibility how I could backtrace this issue? Or could you tell me at least the general cause of such an error (What is field 46)? (Server wasn't in debug mode that time)
  9. I see a lot of messages in the level 3 (Debug) logs like... WorldSocket::handle_input: Peer error closing connection errno = Invalid argument WorldSocket::handle_input: Peer error closing connection errno = Connection reset by peer WorldSocket::handle_input: Peer has closed connection Could anyone explain me what it means?
  10. Hello Mangos community, I updated the IDs of my item_template and have to update the IDs of my character database now. If I understood it correctly then I have to update the "character_inventory and item_instance" tables for the player inventory? Updating the character_inventory table is no problem at all, the item_template column explains itself. The problem is the "item_instance" because it is using a data field which seems to be "variable" if I see it correctly? I only saw that the difference between a item and container yet. So what I basically need now is a query which can update the item_template IDs in the item_instance. I'm since hours busy with this issue and slowly give up, help would be really appreciated. I just need the basic query, it doesn't needs to read the ids from the item_template or something because it are only a few values.
  11. Well the script was written like that and in the end only one server is running, though a better script which is less buggy would be welcome. For me it is only important to get a detailed output of GDB and not empty files sometimes when a unexpected crash appeared. (And yes the 2nd app call was quite dumb)
  12. OS: Ubuntu 64bit Server Well I use a debug restarter script which I start with the following cmd:"screen -A -m -d -S debugrs ./debug.sh". Here is the content of debug.sh: It works quite acceptable except that the log dates don't fit always and that you can't see the output of the server console anymore (Except with tail -f). But sometimes it simply outputs nothing at all or creates only a empty file, the core itself is of course compiled in debug mode and most of the time it outputs the GDB logs. Ulimit says "unlimited" I guess thats fine. "nano /proc/sys/kernel/core_pattern" is set to "core". Any idea what could cause the issue that it outputs nothing or only empty files sometimes?
  13. I have often the issue that GDB doesn't creates any logs and doesn't creates a backtrace, its impossible that way to find specific crash reasons. Any idea how to force GDB to output a BT anyway?
  14. sorry to bump this thread but i got to exact same spot, however im not very good with c++ and cant find this, first of all which cpp, second of all is that all of the code to disable or is it more (fairly sure its more) i could find multiple codes in player.cpp which had that and neither (from what i could see) had any "call" i tried pm tareld but he is no longer active on forum and this didnt reply anyone who fixed without a full rollback, which code exactly to disable for it to be possible again? if you preffer, pm me otherwise just reply here +rep for answer, thx Well just make a new function like that: void Player::InitDisplayIdsAlt() { PlayerInfo const *info = sObjectMgr.GetPlayerInfo(getRace(), getClass()); if(!info) { sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow()); return; } // reset scale before reapply auras SetObjectScale(DEFAULT_OBJECT_SCALE); uint8 gender = getGender(); switch(gender) { case GENDER_FEMALE: SetDisplayId(GetNativeDisplayId()); // Get the current native ID and set it as model break; case GENDER_MALE: SetDisplayId(GetNativeDisplayId()); // Get the current native ID and set it as model break; default: sLog.outError("Invalid gender %u for player",gender); return; } } Replace "InitDisplayIds();" in the LoadFromDB function with "InitDisplayIdsAlt();" and the native ID will stay. Temporary models will be still overwritten
  15. I'm currently trying to use "GetName()" in the Channel.cpp (Channel::Say). That actually works fine until the client automatically joins ID 26, then the whole server is crashing when it trys to read the name. Reading the ID only works fine. Is that maybe the LFG or Addon channel? I try currently to add a server side check if a channel has a specific name OR if a channel is not one of the default ones (custom channel) and don't allow them to talk there. If I see it correct then custom channels have always the ID 0? Here an example: else if(plr->getMap() == 530 && GetChannelId() == 0) { WorldPacket data; MakeMuted(&data); SendToOne(&data, p); } Could I use this code without problems to disable the possibility to talk on custom channels in the Outland? (Just as an example) I would also try to prevent the issue that someone sets a password on the world chat. Thanks in advance for a answer!
  16. I wonder why this hasn't been added in the core repo yet?
  17. Is it possible by the way that I get freezes when I use Infinity_return's latest pure ACE MTMaps patch on 0.12?
  18. Have the devs updated also the 0.12 branch? I still got a aura freeze there with S009x
  19. Has this been fixed in the 0.12 branch already? (Still existed on S009x)
  20. You can try to sue them, but that's difficult with a open source project and probably won't work. If you attack them or do anything similar you aren't better as they are. They have to live with the bad conscience, anyway now we are going off-topic. I noticed a small unknown issue in the latest ACE MTMaps patch of Infinity_Return: MapManager.cpp: Since the latest revisions there exists also "checkAndCorrectGridStatesArray();" in this part. If I understood it correct then I don't have to add it for the MT patch?
  21. Well its not easy, without this patch Mangos is quite useless for bigger player amounts. I saw a lot of servers which have a new version of this patch but don't share it
  22. Just sent 25€, hope I was able to help again. I forgot as usual the username but that's not really important I guess
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