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FragFrog

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Everything posted by FragFrog

  1. Because you risk having a crash 2 lines into your new logfile with no lines in it at all yet - making the entire endeavour rather an exercise in futility. Of course, using enough lines the chance of that happening diminish and purely resource-wise it is probably one of the best solutions. I do not honestly know how well certain filesystems handle trimming from the beginning of a file - partially the reason why I have not written something like this myself. Ideally the last lines would only be kept in memory, but this of course does not really work if the server itself crashes and takes that memory with it. Memcached (link) could be used to store it, but that would require people to run an additional program, which is undesirable from a usability point of view. Just a thought here: what are the opinions on storing a fixed number of rows in a MySQL memory table? These are volatile tables that clear when restarting MySQL, but that should not be a problem - a crash in mangosd almost never means a crash in MySQL in my experience. Then logging could rotate on an incremental unique ID that resets after a predetermined number of entries has been added, like this (PSEUDO-CODE): private static int i = 0; void addEntry (String logline) { query("REPLACE INTO `crashlog` (`id`, `time`, `entry`) VALUES(%u, NOW(), %s)", i, logline); i = i > 100 ? 0 : i++; } This way you would always get the last 100 lines, only those lines, no additional disk-IO is required and the only overhead would be an additional query call - which should be relatively light for a Memory table. Thoughts?
  2. I expect the duplicate entry should be removed at Spell::EffectDummy for 0.13 and later - it is only there for the 0.12 branch because the aura requires a spirit calculation. Thanks for including this!
  3. It is a posibility, but then you would still get enormous logfiles till they are truncated. My major concern is I cannot let loglevel stay at 3 when I am not expecting crashes since if the server stays up a day or two (which is often the case) we'd be looking at ~15Gb of logfile. I am not sure the filesystem would even be able to handle it, nor whether there is enough space on the server. Aye, this would be the optimal solution but as you said, is probably harder to make. Hence why I would be more than happy with a function to simply limit log filesize - so after a fixed number of lines has been written, each new line write also removes the first line from the log.
  4. Would be awesome if you have a solution Anti! And good point crashuncle: normal log for checking ordinary stuff and the last lines of a much more extensive log for crashes would be perfect, though I'd be happy with just one limited log for now.
  5. In my experience, most crashes are undetectable in the logs unless you have loglevel = 3 active. Unfortunately, if you do not know what causes a crash you can't reproduce, this means it can take a while before the crash happens again. On our server this means even after a few hours with loglevel = 3 we get several hundred megabytes of log, and we often have uptimes in excess of one day - which would make them way too big to handle. So I was wondering: is it possible to add an optional limit to the log filesize, and only keep the last couple'a hundred lines or so? I understand this would increase load a bit, but to be frank load's not a problem for us and crashes are. Not sure if we're the only ones having a problem with huge logfiles, or whether this is easy to achieve, but figured I'd post it here and see what others think :lol:
  6. I've had the exact same crashdump on a completely clean (0.12) core - very much doubt it's related to patches.
  7. What bug does the patch fix? A druid in tree-form should generate bonus healing equal to 25% of his spirit. For which repository revision was the patch created? 0.12 (backport from 7819) Is there a thread in the bug report section or at lighthouse? No, figured I'd fix this one myself. Who has been writing this patch? Me, FragFrog When a druid shapeshifts into tree of life form, effect 5420 is cast, triggering 34123 in turn with an additional modify for spirit/4 bonus healing. However, Aura::HandleShapeShiftBoosts also already casts that spell, resulting in the boost never actually aplying. This simply removes the redundant cast from Aura::HandleShapeShiftBoosts. 0.12 branch only - in 0.13 and beyond this spell is changed to a static spell granting 6% bonus healing instead, which makes the bug not occur there. However, I believe the redundant cast is present there as well (see patch 7164), so while not bugged, for later branches too it is neater to either remove the cast here, or in Spell::EffectDummy. --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -5227,8 +5227,7 @@ void Aura::HandleShapeshiftBoosts(bool apply) break; case FORM_TREE: spellId1 = 5420; - spellId2 = 34123; - break; + break; case FORM_TRAVEL: spellId1 = 5419; break;
  8. I have not seen bugreports about it for a long time now, so probably fixed well Updated.
  9. Added this fix to prevent aura related crashes.
  10. I have just updated GaME to work with the newest release of Mangos - piece of cake really. All you need to do is replace: USER [username] PASS [password] with [username] [pasword] And that's it - see also the changeset for the fix (JAVA of course, but should be very similar for PHP)
  11. Aye, but I expect DB data to be outdated - or at least not as up-to-date as the ingame command will show. Ideally I want to be able to complete a quest for a currently logged in player with GaME through the RA console - this would be a lot easier for our GM's than teleporting to them, looking up the quest ID and then performing the command manually.
  12. And a new one for me: Revision: * * 8569 dc6df3f5caa9022b9502281829b80a13ddbd1780 Date 1:12:2009. Time 15:5 //===================================================== *** Hardware *** Processor: Intel(R) Core(TM)2 CPU E8400 @ 3.00GHz Number Of Processors: 2 Physical Memory: 4181744 KB (Available: 2053120 KB) Commit Charge Limit: 4194303 KB *** Operation System *** Microsoft Windows Server 2003 Standard Edition Service Pack 2 (Version 5.2, Build 3790) //===================================================== Exception code: C0000005 ACCESS_VIOLATION Fault address: 00409D91 01:00008D91 C:\\MaNGOS\\mangosd.exe Registers: EAX:00000025 EBX:0BBCC888 ECX:00000000 EDX:000027B0 ESI:00000000 EDI:007FFDB0 CS:EIP:001B:00409D91 SS:ESP:0023:0EB988F4 EBP:0EB9A910 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010206 Call stack: Address Frame Function SourceFile 00409D91 00000000 ?getNGrid@Map@@ABEPAV?$NGrid@$0BA@VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@II@Z+D1 00494EFD 00000000 ?PlayerRelocation@Map@@QAEXPAVPlayer@@MMMM@Z+1FD 004C4C78 00000000 ?SetPosition@Player@@QAE_NMMMM_N@Z+1A8 007722D0 00000000 ?HandleMoveTeleportAck@WorldSession@@QAEXAAVWorldPacket@@@Z+160 005B090F 00000000 ?Update@WorldSession@@QAE_NI@Z+18F 005CF70E 00000000 ??0CreatureEventAI@@QAE@ABV0@@Z+9E5E 005CBA05 00000000 ??0CreatureEventAI@@QAE@ABV0@@Z+6155 0042ECBE 00000000 ?getSource@?$Reference@V?$GridRefManager@VCorpse@@@@VCorpse@@@@QBEPAVCorpse@@XZ+178CE 007FFDC9 00000000 ?GetFloatDefault@Config@@QAEMPBDM@Z+DC9 00A01B84 00000000 ?invoke@ACE_OS_Thread_Adapter@@UAEKXZ+74 78543433 00000000 _endthreadex+44 785434C7 00000000 _endthreadex+D8 77E6482F 00000000 GetModuleHandleA+DF
  13. And another - see this one cropping up about every other day, again, is there really even any point in posting here? Revision: * * 8569 dc6df3f5caa9022b9502281829b80a13ddbd1780 Date 29:11:2009. Time 18:31 //===================================================== *** Hardware *** Processor: Intel(R) Core(TM)2 CPU E8400 @ 3.00GHz Number Of Processors: 2 Physical Memory: 4181744 KB (Available: 2041584 KB) Commit Charge Limit: 4194303 KB *** Operation System *** Microsoft Windows Server 2003 Standard Edition Service Pack 2 (Version 5.2, Build 3790) //===================================================== Exception code: C00000FD STACK_OVERFLOW Fault address: 0042EE37 01:0002DE37 C:\\MaNGOS\\mangosd.exe Registers: EAX:0EAA2000 EBX:0BC46BE0 ECX:0EA9A8F4 EDX:000000E6 ESI:00000000 EDI:007FFDB0 CS:EIP:001B:0042EE37 SS:ESP:0023:0EABAFBC EBP:0EABAFC4 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010206 Call stack: Address Frame Function SourceFile 0042EE37 00000000 ?getSource@?$Reference@V?$GridRefManager@VCorpse@@@@VCorpse@@@@QBEPAVCorpse@@XZ+17A47 0068FF5E 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+2706E 004565F5 00000000 ?CastSpell@Unit@@QAEXPAV1@PBUSpellEntry@@_NPAVItem@@PAVAura@@_K@Z+1B5 00456438 00000000 ?CastSpell@Unit@@QAEXPAV1@I_NPAVItem@@PAVAura@@_K@Z+118 00463C17 00000000 ?HandleDummyAuraProc@Unit@@AAE_NPAV1@IPAVAura@@PBUSpellEntry@@II@Z+1117 00474201 00000000 ?ProcDamageAndSpellFor@Unit@@AAEX_NPAV1@IABV?$set@W4AuraType@@U?$less@W4AuraType@@@std@@V?$allocator@W4AuraType@@@3@@std@@W4WeaponAttackType@@PBUSpellEntry@@IW4SpellSchoolMask@@@Z+4D1 004626EB 00000000 ?ProcDamageAndSpell@Unit@@QAEXPAV1@IIIW4SpellSchoolMask@@PBUSpellEntry@@_NW4WeaponAttackType@@@Z+22B 00457CC3 00000000 ?SpellNonMeleeDamageLog@Unit@@QAEIPAV1@II_N1@Z+313 007AE7B8 00000000 ?HandleRepairItemOpcode@WorldSession@@QAEXAAVWorldPacket@@@Z+22B8 0069433E 00000000 ?SendCastResult@Spell@@SAXPAVPlayer@@PBUSpellEntry@@EW4SpellCastResult@@@Z+259E 0068B725 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+22835 0068AED6 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+21FE6 00690B1B 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+27C2B 00690996 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+27AA6 0069005A 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+2716A 004565F5 00000000 ?CastSpell@Unit@@QAEXPAV1@PBUSpellEntry@@_NPAVItem@@PAVAura@@_K@Z+1B5 00456438 00000000 ?CastSpell@Unit@@QAEXPAV1@I_NPAVItem@@PAVAura@@_K@Z+118 0046572F 00000000 ?HandleDummyAuraProc@Unit@@AAE_NPAV1@IPAVAura@@PBUSpellEntry@@II@Z+2C2F 00474201 00000000 ?ProcDamageAndSpellFor@Unit@@AAEX_NPAV1@IABV?$set@W4AuraType@@U?$less@W4AuraType@@@std@@V?$allocator@W4AuraType@@@3@@std@@W4WeaponAttackType@@PBUSpellEntry@@IW4SpellSchoolMask@@@Z+4D1 0046267B 00000000 ?ProcDamageAndSpell@Unit@@QAEXPAV1@IIIW4SpellSchoolMask@@PBUSpellEntry@@_NW4WeaponAttackType@@@Z+1BB 00457CC3 00000000 ?SpellNonMeleeDamageLog@Unit@@QAEIPAV1@II_N1@Z+313 007AE7B8 00000000 ?HandleRepairItemOpcode@WorldSession@@QAEXAAVWorldPacket@@@Z+22B8 0069433E 00000000 ?SendCastResult@Spell@@SAXPAVPlayer@@PBUSpellEntry@@EW4SpellCastResult@@@Z+259E 0068B725 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+22835 0068AED6 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+21FE6 00690B1B 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+27C2B 00690996 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+27AA6 0069005A 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+2716A 004565F5 00000000 ?CastSpell@Unit@@QAEXPAV1@PBUSpellEntry@@_NPAVItem@@PAVAura@@_K@Z+1B5 00456438 00000000 ?CastSpell@Unit@@QAEXPAV1@I_NPAVItem@@PAVAura@@_K@Z+118 00463C17 00000000 ?HandleDummyAuraProc@Unit@@AAE_NPAV1@IPAVAura@@PBUSpellEntry@@II@Z+1117 00474201 00000000 ?ProcDamageAndSpellFor@Unit@@AAEX_NPAV1@IABV?$set@W4AuraType@@U?$less@W4AuraType@@@std@@V?$allocator@W4AuraType@@@3@@std@@W4WeaponAttackType@@PBUSpellEntry@@IW4SpellSchoolMask@@@Z+4D1 004626EB 00000000 ?ProcDamageAndSpell@Unit@@QAEXPAV1@IIIW4SpellSchoolMask@@PBUSpellEntry@@_NW4WeaponAttackType@@@Z+22B 00457CC3 00000000 ?SpellNonMeleeDamageLog@Unit@@QAEIPAV1@II_N1@Z+313 007AE7B8 00000000 ?HandleRepairItemOpcode@WorldSession@@QAEXAAVWorldPacket@@@Z+22B8 0069433E 00000000 ?SendCastResult@Spell@@SAXPAVPlayer@@PBUSpellEntry@@EW4SpellCastResult@@@Z+259E 0068B725 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+22835 0068AED6 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+21FE6 00690B1B 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+27C2B 00690996 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+27AA6 0069005A 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+2716A 004565F5 00000000 ?CastSpell@Unit@@QAEXPAV1@PBUSpellEntry@@_NPAVItem@@PAVAura@@_K@Z+1B5 00456438 00000000 ?CastSpell@Unit@@QAEXPAV1@I_NPAVItem@@PAVAura@@_K@Z+118 00463C17 00000000 ?HandleDummyAuraProc@Unit@@AAE_NPAV1@IPAVAura@@PBUSpellEntry@@II@Z+1117 00474201 00000000 ?ProcDamageAndSpellFor@Unit@@AAEX_NPAV1@IABV?$set@W4AuraType@@U?$less@W4AuraType@@@std@@V?$allocator@W4AuraType@@@3@@std@@W4WeaponAttackType@@PBUSpellEntry@@IW4SpellSchoolMask@@@Z+4D1 004626EB 00000000 ?ProcDamageAndSpell@Unit@@QAEXPAV1@IIIW4SpellSchoolMask@@PBUSpellEntry@@_NW4WeaponAttackType@@@Z+22B 00457CC3 00000000 ?SpellNonMeleeDamageLog@Unit@@QAEIPAV1@II_N1@Z+313 007AE7B8 00000000 ?HandleRepairItemOpcode@WorldSession@@QAEXAAVWorldPacket@@@Z+22B8 0069433E 00000000 ?SendCastResult@Spell@@SAXPAVPlayer@@PBUSpellEntry@@EW4SpellCastResult@@@Z+259E 0068B725 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+22835 0068AED6 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+21FE6 00690B1B 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+27C2B 00690996 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+27AA6 0069005A 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+2716A 004565F5 00000000 ?CastSpell@Unit@@QAEXPAV1@PBUSpellEntry@@_NPAVItem@@PAVAura@@_K@Z+1B5 00456438 00000000 ?CastSpell@Unit@@QAEXPAV1@I_NPAVItem@@PAVAura@@_K@Z+118 0046572F 00000000 ?HandleDummyAuraProc@Unit@@AAE_NPAV1@IPAVAura@@PBUSpellEntry@@II@Z+2C2F 00474201 00000000 ?ProcDamageAndSpellFor@Unit@@AAEX_NPAV1@IABV?$set@W4AuraType@@U?$less@W4AuraType@@@std@@V?$allocator@W4AuraType@@@3@@std@@W4WeaponAttackType@@PBUSpellEntry@@IW4SpellSchoolMask@@@Z+4D1 0046267B 00000000 ?ProcDamageAndSpell@Unit@@QAEXPAV1@IIIW4SpellSchoolMask@@PBUSpellEntry@@_NW4WeaponAttackType@@@Z+1BB 00616F08 00000000 ?PeriodicTick@Aura@@IAEXXZ+9E8 006072F9 00000000 ?Update@Aura@@MAEXI@Z+419 0045D2E2 00000000 ?_UpdateSpells@Unit@@IAEXI@Z+152 00453907 00000000 ?Update@Unit@@UAEXI@Z+37 00625891 00000000 ?Update@Creature@@UAEXI@Z+5E1 00623DD2 00000000 ??0?$GridReference@VGameObject@@@@QAE@XZ+3442 004ADFFF 00000000 ?next@?$GridReference@V?$NGrid@$0BA@VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@QAEPAV1@XZ+1037F 004ADF82 00000000 ?next@?$GridReference@V?$NGrid@$0BA@VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@QAEPAV1@XZ+10302 004AD710 00000000 ?next@?$GridReference@V?$NGrid@$0BA@VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@QAEPAV1@XZ+FA90 004AD223 00000000 ?next@?$GridReference@V?$NGrid@$0BA@VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@QAEPAV1@XZ+F5A3 004ACCB0 00000000 ?next@?$GridReference@V?$NGrid@$0BA@VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@QAEPAV1@XZ+F030 004A938F 00000000 ?next@?$GridReference@V?$NGrid@$0BA@VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@QAEPAV1@XZ+B70F 004A3C56 00000000 ?next@?$GridReference@V?$NGrid@$0BA@VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@QAEPAV1@XZ+5FD6 0049450D 00000000 ?Update@Map@@UAEXABI@Z+35D 00499FA3 00000000 ?Update@InstanceMap@@UAEXABI@Z+13 0079706E 00000000 ?Finalize@?$RandomMovementGenerator@VCreature@@@@QAEXAAVCreature@@@Z+1043E 005E5B38 00000000 ??0CreatureEventAI@@QAE@ABV0@@Z+20288 005CBE1B 00000000 ??0CreatureEventAI@@QAE@ABV0@@Z+656B 0042ECBE 00000000 ?getSource@?$Reference@V?$GridRefManager@VCorpse@@@@VCorpse@@@@QBEPAVCorpse@@XZ+178CE 007FFDC9 00000000 ?GetFloatDefault@Config@@QAEMPBDM@Z+DC9 00A01B84 00000000 ?invoke@ACE_OS_Thread_Adapter@@UAEKXZ+74 78543433 00000000 _endthreadex+44 785434C7 00000000 _endthreadex+D8 77E6482F 00000000 GetModuleHandleA+DF
  14. It depends on the country you are in, but in most countries it is absolutely perfectly legal to log any (chat) messages send through your service. Just as you can for instance log what employees are doing on the internet during office hours. In some cases this requires you to inform your users their messages might be read, but I doubt it is the case with Mangos. That being said, while usefull to find hackers for example, I am unsure how it can be done with an unmodified core. Should not be too hard though, it's just text.
  15. Mangos: 8719 - 0.12 backport SD2: 1476 - 0.12 backport. Seen a couple of these now - near as I can tell something to do with a Paladin aura. Again. Really, you'd think after ~1500 revisions someone would figure out a way to let aura's not crash the server... Revision: * * 8569 dc6df3f5caa9022b9502281829b80a13ddbd1780 Date 28:11:2009. Time 17:1 //===================================================== *** Hardware *** Processor: Intel(R) Core(TM)2 CPU E8400 @ 3.00GHz Number Of Processors: 2 Physical Memory: 4181744 KB (Available: 1891572 KB) Commit Charge Limit: 4194303 KB *** Operation System *** Microsoft Windows Server 2003 Standard Edition Service Pack 2 (Version 5.2, Build 3790) //===================================================== Exception code: C00000FD STACK_OVERFLOW Fault address: 0042EE37 01:0002DE37 C:\\MaNGOS\\mangosd.exe Registers: EAX:0EAA2000 EBX:0BC5ECA8 ECX:0EAA2CD8 EDX:33A8C218 ESI:00000000 EDI:007FFDB0 CS:EIP:001B:0042EE37 SS:ESP:0023:0EAA3CE8 EBP:0EAA3CF0 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010206 Call stack: Address Frame Function SourceFile 0042EE37 00000000 ?getSource@?$Reference@V?$GridRefManager@VCorpse@@@@VCorpse@@@@QBEPAVCorpse@@XZ+17A47 00464641 00000000 ?HandleDummyAuraProc@Unit@@AAE_NPAV1@IPAVAura@@PBUSpellEntry@@II@Z+1B41 00474201 00000000 ?ProcDamageAndSpellFor@Unit@@AAEX_NPAV1@IABV?$set@W4AuraType@@U?$less@W4AuraType@@@std@@V?$allocator@W4AuraType@@@3@@std@@W4WeaponAttackType@@PBUSpellEntry@@IW4SpellSchoolMask@@@Z+4D1 0046267B 00000000 ?ProcDamageAndSpell@Unit@@QAEXPAV1@IIIW4SpellSchoolMask@@PBUSpellEntry@@_NW4WeaponAttackType@@@Z+1BB 00462894 00000000 ?CastMeleeProcDamageAndSpell@Unit@@QAEXPAV1@IW4SpellSchoolMask@@W4WeaponAttackType@@W4MeleeHitOutcome@@PBUSpellEntry@@_N@Z+194 00457852 00000000 ?DealFlatDamage@Unit@@QAEXPAV1@PBUSpellEntry@@PAIPAUCleanDamage@@PA_N_N@Z+CC2 00457A93 00000000 ?SpellNonMeleeDamageLog@Unit@@QAEIPAV1@II_N1@Z+E3 007AE7B8 00000000 ?HandleRepairItemOpcode@WorldSession@@QAEXAAVWorldPacket@@@Z+22B8 0069433E 00000000 ?SendCastResult@Spell@@SAXPAVPlayer@@PBUSpellEntry@@EW4SpellCastResult@@@Z+259E 0068B725 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+22835 0068AED6 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+21FE6 00690B1B 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+27C2B 00690996 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+27AA6 0069005A 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+2716A 0045682D 00000000 ?CastCustomSpell@Unit@@QAEXPAV1@PBUSpellEntry@@PBH22_NPAVItem@@PAVAura@@_K@Z+16D 004566B2 00000000 ?CastCustomSpell@Unit@@QAEXPAV1@IPBH11_NPAVItem@@PAVAura@@_K@Z+82 004647C1 00000000 ?HandleDummyAuraProc@Unit@@AAE_NPAV1@IPAVAura@@PBUSpellEntry@@II@Z+1CC1 00474201 00000000 ?ProcDamageAndSpellFor@Unit@@AAEX_NPAV1@IABV?$set@W4AuraType@@U?$less@W4AuraType@@@std@@V?$allocator@W4AuraType@@@3@@std@@W4WeaponAttackType@@PBUSpellEntry@@IW4SpellSchoolMask@@@Z+4D1 0046267B 00000000 ?ProcDamageAndSpell@Unit@@QAEXPAV1@IIIW4SpellSchoolMask@@PBUSpellEntry@@_NW4WeaponAttackType@@@Z+1BB 00462894 00000000 ?CastMeleeProcDamageAndSpell@Unit@@QAEXPAV1@IW4SpellSchoolMask@@W4WeaponAttackType@@W4MeleeHitOutcome@@PBUSpellEntry@@_N@Z+194 00457852 00000000 ?DealFlatDamage@Unit@@QAEXPAV1@PBUSpellEntry@@PAIPAUCleanDamage@@PA_N_N@Z+CC2 00457A93 00000000 ?SpellNonMeleeDamageLog@Unit@@QAEIPAV1@II_N1@Z+E3 007AE7B8 00000000 ?HandleRepairItemOpcode@WorldSession@@QAEXAAVWorldPacket@@@Z+22B8 0069433E 00000000 ?SendCastResult@Spell@@SAXPAVPlayer@@PBUSpellEntry@@EW4SpellCastResult@@@Z+259E 0068B725 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+22835 0068AED6 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+21FE6 00690B1B 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+27C2B 00690996 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+27AA6 0069005A 00000000 ?Update@?$ConfusedMovementGenerator@VPlayer@@@@QAE_NAAVPlayer@@ABI@Z+2716A 0045682D 00000000 ?CastCustomSpell@Unit@@QAEXPAV1@PBUSpellEntry@@PBH22_NPAVItem@@PAVAura@@_K@Z+16D 004566B2 00000000 ?CastCustomSpell@Unit@@QAEXPAV1@IPBH11_NPAVItem@@PAVAura@@_K@Z+82 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  16. Through the Remote Admin Console it is possible to get a lot of information on accounts and server status, but so far I have been unable to do character specific quest commands - if it already is possible to do this, I'd be much obliged if someone could explain how. What I want to do: .quest complete [questId] [characterId] - complete the specified quest for the specified character. And if possible: .quest list [characterId] - return a list of all active quests for the specified character. I noticed some other commands already take a [character] argument like 'repairitems' and 'send', it would help me a lot if someone could help me perform similar commands for quest! (And yes, for those wondering, I am indeed currently working on a character quest module for GaME )
  17. ooeh, grabbing data from database websites is one hell of a good idea! I'll be interested to see how you manage that
  18. GaME is easily enough updated if you do submit this, but there are a lot of other applications using it in some form or another (like Minimanager, MicroManager I think and some others) - backwards compatability would be nice. Personally I dislike the raw remote console alltogether - it only allows a single user to connect and as far as I know everything you can do using RA can also be done with commands ingame. It is one of the reasons I started work on GaME in an attempt to provide a more userfriendly interface to the console commands. As such, I would not waste too much time and effort on this
  19. It's on the todo-list, though at the moment there are barely enough features to warrant it //edit Added it now in the latest version: screenshot. This allows you to set which GM level is required to view and update each panel - for example, you can hide the creatures tab alltogether for GM1's, and let only GM3's update accounts.
  20. Added suggested fix here for Onyxia crashing TBC servers.
  21. Thanks! Writing your own telnet code is definately a bugger I found, though by now my implementation seems fairly stable. The connection problems between client and server are fixed as well now, turned out there still was an old debug command active sending bogus data to the clients - I found this to be a good guide for creating a stable socket connection in JAVA
  22. Reason some are large and some are small is because it all depends on many factors - like CPU speed, type, amount of RAM, hard-disk speed, connection, whether the server is dedicated, whether the SQL and game server run on the same machine, etc etc. Furthermore a lot also depends on your exact settings: mtmaps, unload vmaps, enable vmaps, compression value, amount of players, etc. You really won't find a conclusive answer because there isn't one. It would be like asking three random people how fast their car can go - and each one has a different car. The answer is completely meaningless (after all, by average every being on the planet has 3.4 legs and owns a sheep). If you really want some info: our main server uses anywhere between 600 and 1500Mb of RAM (depending on load and uptime) and holds 250 simultanious users easily (no lag, CPU load at 15%). Our testserver generally uses around the same amount of RAM and can hold about 50 users before it starts to lag, since it's on a slower pipe. That's with the exact same version and settings as our main server of course. In general, if your server is dedicated, bandwith will be an issue long before memory, version or CPU speed is.
  23. Let's just say I just found a bug in my own connection handlers (client - daemon), so yes, it's probably a problem in my code. Thanks for the suggestion, will have a look at detecting connection errors the proper way
  24. I know of at least 3 excelent packages for windows that do just that (in fact, with windows Vista and later, a trafic monitoring tool is included in your task manager: go to the performance tab and hit 'Resource Monitor'), none for linux though. Top should give you some information I think? From experience I'd say that with 150 ~ 250 users we use about 2Mbps on average - but peak requirement is a bit higher than that, so for your needs it should suffice but if you get more users you might want to invest in a bit more bandwidth. I would advice 1Mbit / 100 users + 1Mbit overhead as general rule of thumb.
  25. To be frank, I do not think this is the time to go worry about micro-optimalisations. There are areas that can give far greater performance increase (like using prepared statements for example, or making the worldserver multithreaded) than using these very small improvements. If the core was bugfree, stable and all other means of optimizing had been exhausted, yes, but as it stands I prefer the developers to focus on other issues. Though of course I look forward to seeing patches from you on this matter, I am sure they will be accepted if they help.
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