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KAPATEJIb

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  1. using EventAI for this isn't good idea, for example you will have problems with image's following to owner after they killed their target
  2. Never heard about this can you explain what it does and how to enable it? I'm still newb in linux... i don't know where it happen... using logfile level 0
  3. seems leak isn't fixed by disabling TBB %) i have first crash for 4 days and it crashed with 2964 Mbytes dump http://paste2.org/p/1098467 at TerrainInfo::Load pMap = (GridMap *) 0x0 - it's ok? EDIT: and another crash, but not caused by leak now http://paste2.org/p/1098620 source files ofc more recent (as said in dump), but nothing related to mmaps changed, only spell fixes added.
  4. https://github.com/insider42/mangos/commit/d1e23c22d11f33cda22f90728d423d05aab7c505
  5. you should add this spell entry to spell_bonus_data table
  6. it's incorrect version of patch, right version you can find in my repo %)
  7. i'm using this diff --git a/src/framework/Policies/MemoryManagement.cpp b/src/framework/Policies/MemoryManagement.cpp index fcf41a8..4450b8c 100644 --- a/src/framework/Policies/MemoryManagement.cpp +++ b/src/framework/Policies/MemoryManagement.cpp @@ -18,6 +18,7 @@ //lets use Intel scalable_allocator by default and //switch to OS specific allocator only when _STANDARD_MALLOC is defined +#define USE_STANDARD_MALLOC #ifndef USE_STANDARD_MALLOC #include "../../dep/tbb/include/tbb/scalable_allocator.h" but this will disable TBB at windows too ^^
  8. Seems these memory leaks are disappeared after i start to compile my server with USE_STANDARD_MALLOC or i just can't reproduce it now
  9. Original author is Nevan from TrinityCore, here the updated and tested patch https://github.com/insider42/mangos/commit/808a4487403708448eb8ba7ebd24966ec28ac492
  10. remove reagents should be done through 48289 , not by any code that manually do it i'm still wondering and can't understand how it works on blizz... is there someone who has a sniffs from offy?
  11. Confirmed, this is obsolete patch now... T10 4P bonus already works
  12. i think better to start valgrind at another (test) server where max online is 10 ppl coz i never has online below 100 players even at night my character table in DB has 23440 chars so these lags aren't surprising i mean i has incredible lags... it's totally unplayable, you even can't load character list
  13. using valrgind now... server dies in lags it takes too much CPU time (99-100%)... is there some paramaters to increase perfomance with valgrind using? now i will try to use this parameters valgrind --tool=memcheck --leak-check=yes maybe it will helps... or i will try to compile without debug info
  14. seems it's the time to do it coz still getting these annoying crashes http://paste2.org/p/1089469 http://paste2.org/p/1089476 also there is new one http://paste2.org/p/1089477 (never seen this crash before). Using https://github.com/faramir118/mangos/commit/85a8c143a74fec05023bdf38181d3d959bc13839
  15. memory consuming still increasing every min for 1-2 megs with same online (i mean memory leaks still there) with https://github.com/faramir118/mangos/commit/85a8c143a74fec05023bdf38181d3d959bc13839 and cavern for that i already pointed in above posts still bugged with fresh-extracted mmaps. Anyway it works more stable than before and total size of mmap folder is decreased (now with hiRes it takes only 1,12 gb instead of 1,29 gb as been before) about CPU loads... with ~200 online it takes ~45-55% of my Intel Xeon (4x2.5ghz), before using mmaps server takes only ~10-15%
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