j4r0d
-
Posts
22 -
Joined
-
Last visited
Never -
Donations
0.00 GBP
Content Type
Profiles
Bug Tracker
Wiki
Release Notes
Forums
Downloads
Blogs
Events
Posts posted by j4r0d
-
-
Patch doesn't work anymore from revision 10156+, can someone update the patch?
Thanks
I've updated also Demonic Circle for mangos 10168+
Ofc tested and works fine
Enjoy
-
Due to high changes in lastest revision i decided to update this patch for rev 10168+
I have tested and seems to works fine
http://paste2.org/p/910284 --------> Old patch updated to 10168+
http://paste2.org/p/910294 --------> New patch updated to 10168+ (cleaned up something)
Enjoy
-
Patch doesn't work anymore from revision 10156+, can someone update the patch?
Thanks
-
Confirmed, same problem for me.
-
Yep, confirmed... mangosd.conf cannot be modified, so will work only if original.
-
Yeah... i've tested it and works fine also for Essence of Gossamer and Devotion aura, great job
-
Patch seems does not work correctly on lastest revisions (10000+) works only for talent Reaping, need update
Thanks
-
you didn't include body of those 4 new files ;-)
omg sorry
diff --git a/src/game/MapUpdater.cpp b/src/game/MapUpdater.cpp new file mode 100644 index 0000000..1a37d7e --- /dev/null +++ b/src/game/MapUpdater.cpp @@ -0,0 +1,140 @@ +#include "MapUpdater.h" + +#include "DelayExecutor.h" +#include "Map.h" +#include "Database/DatabaseEnv.h" + +#include <ace/Guard_T.h> +#include <ace/Method_Request.h> + +//the reason this things are here is that i want to make +//the netcode patch and the multithreaded maps independant +//once they are merged 1 class should be used +class WDBThreadStartReq1 : public ACE_Method_Request +{ +public: + WDBThreadStartReq1 () { } + virtual int + call (void) + { + WorldDatabase.ThreadStart (); + return 0; + } +}; + +class WDBThreadEndReq1 : public ACE_Method_Request +{ +public: + WDBThreadEndReq1 () { } + virtual int + call (void) + { + WorldDatabase.ThreadEnd (); + return 0; + } +}; + +class MapUpdateRequest : public ACE_Method_Request +{ +public: + Map& m_map; + MapUpdater& m_updater; + ACE_UINT32 m_diff; + MapUpdateRequest (Map& m,MapUpdater& u,ACE_UINT32 d) : m_map(m),m_updater(u),m_diff(d) { } + virtual int + call (void) + { + m_map.Update (m_diff); + m_updater.update_finished (); + return 0; + } +}; + +MapUpdater::MapUpdater () : +m_mutex (), +m_condition (m_mutex), +m_executor (), +pedning_requests (0) +{ + return; +} + +MapUpdater::~MapUpdater () +{ + this->deactivate (); +} + +int +MapUpdater::activate (size_t num_threads) +{ + return this->m_executor.activate (static_cast<int> (num_threads), + new WDBThreadStartReq1, + new WDBThreadEndReq1); +} + +int +MapUpdater::Deactivate (void) +{ + this->wait (); + + return this->m_executor.deactivate (); +} + +int +MapUpdater::wait () +{ + ACE_GUARD_RETURN(ACE_Thread_Mutex,guard,this->m_mutex,-1); + + while(this->pedning_requests > 0) + this->m_condition.wait (); + + return 0; +} + +int +MapUpdater::schedule_update(Map& map, ACE_UINT32 diff) +{ + ACE_GUARD_RETURN(ACE_Thread_Mutex,guard,this->m_mutex,-1); + + ++this->pedning_requests; + + if( this->m_executor.execute (new MapUpdateRequest(map,*this,diff)) == -1) + { + ACE_DEBUG ((LM_ERROR, + ACE_TEXT ("(%t) \\n"), + ACE_TEXT ("Failed to schedule Map Update"))); + + --this->pedning_requests; + return -1; + } + + return 0; +} + +bool +MapUpdater::activated () +{ + return m_executor.activated(); +} + +void +MapUpdater::update_finished () +{ + ACE_GUARD (ACE_Thread_Mutex, guard, this->m_mutex); + + if (this->pedning_requests == 0) + { + ACE_ERROR ((LM_ERROR, + ACE_TEXT ("(%t)\\n"), + ACE_TEXT ("MapUpdater::update_finished BUG, report to devs"))); + + return; + } + + --this->pedning_requests; + + //TODO can more than one thread call wait (), it shouldnt happen + //however I ensure if in future more than 1 thread call it by + //using broadcast instead of signal () + this->m_condition.broadcast (); +} diff --git a/src/game/MapUpdater.h b/src/game/MapUpdater.h new file mode 100644 index 0000000..d4d4be5 --- /dev/null +++ b/src/game/MapUpdater.h @@ -0,0 +1,46 @@ +#ifndef _MAP_UPDATER_H_INCLUDED +#define _MAP_UPDATER_H_INCLUDED + + +#include <ace/Thread_Mutex.h> +#include <ace/Condition_Thread_Mutex.h> + +#include "DelayExecutor.h" + +class Map; + +class MapUpdater +{ +public: + MapUpdater (); + virtual ~MapUpdater (); + + friend class MapUpdateRequest; + + /// schedule update on a map, the update will start + /// as soon as possible , + /// it may even start before the call returns + int schedule_update(Map& map, ACE_UINT32 diff); + + /// Wait untill all pending updates finish + int wait (); + + /// Start the worker threads + int activate (size_t num_threads); + + /// Stop the worker threads + int deactivate (void); + + bool activated (); + +private: + /// hook called by worker threads + void update_finished (); + + DelayExecutor m_executor; + ACE_Condition_Thread_Mutex m_condition; + ACE_Thread_Mutex m_mutex; + size_t pedning_requests; +}; + +#endif //_MAP_UPDATER_H_INCLUDED diff --git a/src/shared/DelayExecutor.cpp b/src/shared/DelayExecutor.cpp new file mode 100644 index 0000000..d567ceb --- /dev/null +++ b/src/shared/DelayExecutor.cpp @@ -0,0 +1,130 @@ +#include <ace/Singleton.h> +#include <ace/Thread_Mutex.h> + +#include "DelayExecutor.h" + +#include <ace/Log_Msg.h> + +DelayExecutor* +DelayExecutor::instance () +{ + return ACE_Singleton<DelayExecutor, ACE_Thread_Mutex>::instance (); +} + +DelayExecutor::DelayExecutor () : +activated_ (false), +pre_svc_hook_ (0), +post_svc_hook_ (0) { } + +DelayExecutor::~DelayExecutor () +{ + if (pre_svc_hook_) + delete pre_svc_hook_; + + if (post_svc_hook_) + delete post_svc_hook_; + + this->deactivate (); + + //todo probably free the queue ?? +} + +int +DelayExecutor::Deactivate () +{ + if (!this->activated ()) + return -1; + + this->activated (false); + + this->queue_.queue ()->deactivate (); + + this->wait (); + + return 0; +} + +int +DelayExecutor::svc (void) +{ + if (pre_svc_hook_) + pre_svc_hook_->call (); + + for (; + { + ACE_Method_Request* rq = this->queue_.dequeue (); + + if (!rq) + break; + + rq->call (); + + delete rq; + } + + if (post_svc_hook_) + post_svc_hook_->call (); + + return 0; +} + +int +DelayExecutor::activate (int num_threads, + ACE_Method_Request* pre_svc_hook, + ACE_Method_Request* post_svc_hook) +{ + if (this->activated ()) + return -1; + + if (num_threads < 1) + return -1; + + if (pre_svc_hook_) + delete pre_svc_hook_; + + if (post_svc_hook_) + delete post_svc_hook_; + + this->pre_svc_hook_ = pre_svc_hook; + this->post_svc_hook_ = post_svc_hook; + + this->queue_.queue ()->activate (); + + if( ACE_Task_Base::activate (THR_NEW_LWP | THR_JOINABLE | THR_INHERIT_SCHED, + num_threads) == -1) + return -1; + + this->activated(true); + + return true; +} + +int +DelayExecutor::execute (ACE_Method_Request* new_req) +{ + if(new_req == NULL) + return -1; + + if(this->queue_.enqueue (new_req, + (ACE_Time_Value*)&ACE_Time_Value::zero) == -1) + { + delete new_req; + ACE_ERROR_RETURN ((LM_ERROR, + ACE_TEXT ("(%t) %p\\n"), + ACE_TEXT ("DelayExecutor::execute enqueue")), + -1); + } + return 0; +} + +bool +DelayExecutor::activated () +{ + return this->activated_; +} + +void +DelayExecutor::activated (bool s) +{ + this->activated_ = s; +} diff --git a/src/shared/DelayExecutor.h b/src/shared/DelayExecutor.h new file mode 100644 index 0000000..18c6a1b --- /dev/null +++ b/src/shared/DelayExecutor.h @@ -0,0 +1,39 @@ +#ifndef _M_DELAY_EXECUTOR_H +#define _M_DELAY_EXECUTOR_H + +#include <ace/Task.h> +#include <ace/Activation_Queue.h> +#include <ace/Method_Request.h> + +class DelayExecutor : protected ACE_Task_Base +{ +public: + DelayExecutor (); + virtual ~DelayExecutor (); + + static DelayExecutor* instance (); + + /// example + /// DelayExecutor::instance ()->execute(new MyRequest(myarg)); + /// returns -1 on failures + int execute (ACE_Method_Request* new_req); + + int activate (int num_threads = 1, + ACE_Method_Request* pre_svc_hook = 0, + ACE_Method_Request* post_svc_hook = 0); + + int deactivate (); + + bool activated (); + + virtual int svc (void); +private: + ACE_Activation_Queue queue_; + ACE_Method_Request* pre_svc_hook_; + ACE_Method_Request* post_svc_hook_; + + void activated (bool s); + bool activated_; +}; + +#endif // _M_DELAY_EXECUTOR_H
-
Please update this patch for last rev!
Patch updated for rev 10003+ remember that this patch need test first
-
Hi,
I fixed with Laise help rupture crits
As we know, with patch 3.3.3 "Rupture" spell, now can crit.
"Rupture" Rank 1
http://www.wowhead.com/spell=1943
There's the patch :
Works perfectly for me, test it please
Enjoy
-
Anyone can update SoTA+Buildings patch for clean mangos 9993+?
So we can start work on crashfix and other problems if are present
Thanks
-
There's the patch updated for Multithreaded Maps, required Mangos 9976+
I have included some missing things, and also included compatibility for VC100 project
Enjoy
EDIT : Patch updated again due to fix on gameobject problems, like base capture in Arathi Basin, opening chests and some other
-
Can you update with the vehicle patch because there are a conflict with TARGET_AREAEFFECT_CUSTOM_2.
In vehicle patch TARGET_AREAEFFECT_CUSTOM_2 is similar that TARGET_AREAEFFECT_CUSTOM.
With the Strand of the Ancients patch provided by Rage Hunter i have a crash when i destroyed a gate with a vehicle.
Mathman, i don't have the patch for Strand of the Ancients, so i can't try by self if Destructible Buildings patch is still stable with this battleground....
please link me SoTA patch, and i will make a test
-
Ok there is the final release of Destructible Buildings, tested and seems to works fine and stable.
Also fixed gameobject crash encountered in lastest Destructible Buildings revision.
Please test and give ur feedbacks thanks
EDIT : This patch works but is still unstable when we are in range of gameobjects with quests, atm i don't know how to fix this problem, if someone know how to fix this, post it
-
class GameObjectInRangeCheck { public: GameObjectInRangeCheck(float _x, float _y, float _z, float _range) : x(_x), y(_y), z(_z), range(_range) {} bool operator() (GameObject* go) { return go->IsInRange(x, y, z, range); } private: float x, y, z, range; };
this function cause the crash....we need to do more research on it, server crash when you are in range of some normal gameobjects
-
Ok all done and works great
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp index a03e866..ef7543c 100644 --- a/src/game/GameObject.cpp +++ b/src/game/GameObject.cpp @@ -147,7 +147,10 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa SetGoAnimProgress(animprogress); if(goinfo->type == GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING) - m_health = goinfo->destructibleBuilding.damagedHealth; + { + m_health = goinfo->destructibleBuilding.damagedHealth + goinfo->destructibleBuilding.damagedDisplayId; + SetGoAnimProgress(255); + } //Notify the map's instance data. //Only works if you create the object in it, not if it is moves to that map. @@ -208,7 +211,7 @@ void GameObject::Update(uint32 /*p_time*/) udata.BuildPacket(&packet); ((Player*)caster)->GetSession()->SendPacket(&packet); - SendGameObjectCustomAnim(GetGUID()); + SendGameObjectCustomAnim(GetGUID(), GetGoAnimProgress()); } m_lootState = GO_READY; // can be successfully open with some chance @@ -1075,7 +1078,7 @@ void GameObject::Use(Unit* user) // this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389) if (time_to_restore && info->goober.customAnim) - SendGameObjectCustomAnim(GetGUID()); + SendGameObjectCustomAnim(GetGUID(), GetGoAnimProgress()); else SetGoState(GO_STATE_ACTIVE); @@ -1462,6 +1465,8 @@ void GameObject::TakenDamage(uint32 damage, Unit* pKiller) else m_health = 0; } + + SetGoAnimProgress(m_health*255/(m_goInfo->destructibleBuilding.damagedHealth + m_goInfo->destructibleBuilding.destroyedHealth)); } void GameObject::Rebuild(Unit* pKiller) diff --git a/src/game/Object.cpp b/src/game/Object.cpp index 55cc856..07ba552 100644 --- a/src/game/Object.cpp +++ b/src/game/Object.cpp @@ -1618,11 +1618,11 @@ void WorldObject::SendObjectDeSpawnAnim(uint64 guid) SendMessageToSet(&data, true); } -void WorldObject::SendGameObjectCustomAnim(uint64 guid) +void WorldObject::SendGameObjectCustomAnim(uint64 guid, uint8 animprogress) { WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM, 8+4); data << uint64(guid); - data << uint32(0); // not known what this is + data << uint32(animprogress); SendMessageToSet(&data, true); } diff --git a/src/game/Object.h b/src/game/Object.h index 074fc94..527bec5 100644 --- a/src/game/Object.h +++ b/src/game/Object.h @@ -447,7 +447,7 @@ class MANGOS_DLL_SPEC WorldObject : public Object void PlayDirectSound(uint32 sound_id, Player* target = NULL); void SendObjectDeSpawnAnim(uint64 guid); - void SendGameObjectCustomAnim(uint64 guid); + void SendGameObjectCustomAnim(uint64 guid, uint8 animprogress); virtual bool IsHostileTo(Unit const* unit) const =0; virtual bool IsFriendlyTo(Unit const* unit) const =0;
That's the last update enjoy it and thanks to all
EDIT : typo fix, thanks to Spp_
-
I'm trying with this
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp index a03e866..4905f3f 100644 --- a/src/game/GameObject.cpp +++ b/src/game/GameObject.cpp @@ -208,7 +208,7 @@ void GameObject::Update(uint32 /*p_time*/) udata.BuildPacket(&packet); ((Player*)caster)->GetSession()->SendPacket(&packet); - SendGameObjectCustomAnim(GetGUID()); + SendGameObjectCustomAnim(GetGUID(), GetGoAnimProgress()); } m_lootState = GO_READY; // can be successfully open with some chance @@ -1075,7 +1075,7 @@ void GameObject::Use(Unit* user) // this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389) if (time_to_restore && info->goober.customAnim) - SendGameObjectCustomAnim(GetGUID()); + SendGameObjectCustomAnim(GetGUID(), GetGoAnimProgress()); else SetGoState(GO_STATE_ACTIVE); diff --git a/src/game/Object.cpp b/src/game/Object.cpp index 55cc856..b995cab 100644 --- a/src/game/Object.cpp +++ b/src/game/Object.cpp @@ -1618,11 +1618,11 @@ void WorldObject::SendObjectDeSpawnAnim(uint64 guid) SendMessageToSet(&data, true); } -void WorldObject::SendGameObjectCustomAnim(uint64 guid) +void WorldObject::SendGameObjectCustomAnim(uint64 guid, uint8 animprogress) { WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM, 8+4); data << uint64(guid); - data << uint32(0); // not known what this is + data << uint8(animprogress); SendMessageToSet(&data, true); } diff --git a/src/game/Object.h b/src/game/Object.h index 074fc94..527bec5 100644 --- a/src/game/Object.h +++ b/src/game/Object.h @@ -447,7 +447,7 @@ class MANGOS_DLL_SPEC WorldObject : public Object void PlayDirectSound(uint32 sound_id, Player* target = NULL); void SendObjectDeSpawnAnim(uint64 guid); - void SendGameObjectCustomAnim(uint64 guid); + void SendGameObjectCustomAnim(uint64 guid, uint8 animprogress); virtual bool IsHostileTo(Unit const* unit) const =0; virtual bool IsFriendlyTo(Unit const* unit) const =0;
but still can't see healthbar, what's wrong?
EDIT : Sorry, my bad... i see correctly the health bar in upper right under the gobject name, but gobject when take dmg is still at 100% of hp...
-
IMO all code related to ZoneScript should be removed:
- That is not Destructible Object dependant (ie: adding 2 functionalities in one patch).
- Adding stuff from trinity AS IS is without removing the unused data (ZoneScript only using 1 function)
- Why Rebuild event depends on the killer? those events are supposed to be notified always, not depending on the player.
Note: Remember to give credits to the original authors.
Ok i've cleaned up last patch, and updated with Spp_ suggested modifies...
ZoneScript.h and it's references was been removed (useless)
I noticed that now vehicles deal damage to buildings correctly, tested on "Wintergrasp Fortress Wall" in wintergrasp, but building is still whole... what missing?
Ofc credits to everyone who have worked on this function, and credits to trinity too for some parts
-
Where is "ZoneScript.h"? Does it exists? The core doesn't compile with this patch because of that #include
Also, it give me this error:
yep sorry for missing ZoneScript.h... it's the same of trinity
#ifndef ZONE_SCRIPT_H_ #define ZONE_SCRIPT_H_ #include "Common.h" #include "Creature.h" //struct CreatureData; class Creature; class GameObject; class ZoneScript { public: explicit ZoneScript() {} virtual uint32 GetCreatureEntry(uint32 /*guidlow*/, const CreatureData *data) { return data->id; } virtual uint32 GetGameObjectEntry(uint32 /*guidlow*/, uint32 entry) { return entry; } virtual void OnCreatureCreate(Creature *, bool /*add*/) {} virtual void OnGameObjectCreate(GameObject * /*go*/, bool /*add*/) {} //All-purpose data storage 64 bit virtual uint64 GetData64(uint32 /*DataId*/) { return 0; } virtual void SetData64(uint32 /*DataId*/, uint64 /*Value*/) {} //All-purpose data storage 32 bit virtual uint32 GetData(uint32 /*DataId*/) { return 0; } virtual void SetData(uint32 /*DataId*/, uint32 /*Value*/) {} virtual void ProcessEvent(GameObject * /*obj*/, uint32 /*eventId*/) {} }; #endif
if there are changes for DB, can someone make a patch?if someone can update the patch with newest modifies i think will be better
Thanks
-
Hi,
I've tried to update patch for lastest revision (9940), compile is fine but seems still don't work, i don't know if is needed DB support or something other, anyway i think we can restart this work from this patch and finally complete
If there are any suggestions or someone know how to complete this patch (with DB support and other ways) please help us
Enjoy
-
Hi all,
I've noticed that there are some problems in spell_bonus_data table, i maked some tests with spell Devouring Plague http://www.wowhead.com/?spell=2944
This spell have a dot that provide to damage the target and so heal the caster for 15% of damage dealt... now if we try to forcing damage from spell_bonus_data in dot_bonus, the spell damage work fine, but not correctly, because this also gives bonus to heal, so casters can receive an high amount of healing instead of only 15% of damage dealt.
So i was thinking that this problem can be fixed adding a new one column to spell_bonus_data, like "hot_bonus", in this way hot and dot can work clean and separately and spells like Devouring Plague can finally works perfectly
Any suggestions?
Thanks
John
Mirror Image
in OldCore modifications
Posted
Still no news about updated patch for lastest revisions?
Thanks