Jump to content

KAPATEJIb

Members
  • Posts

    436
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Posts posted by KAPATEJIb

  1. Hopefully fixed in 26c0b1795

    BUT: I'm unsure of how to handle case where USE_STANDARD_MALLOC is defined (mainly because I'm not sure where USE_STANDARD_MALLOC is expected to be defined - compiler setting for project/library, header, ?)

    Would this work?

    #ifndef USE_STANDARD_MALLOC
       ///- Initialize detour memory management
       dtAllocSetCustom(dtCustomAlloc, dtCustomFree);
    #endif
    

    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 ^^

  2. 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

    But running server with really low population wont find anything, I have one :/

    my character table in DB has 23440 chars ;) so these lags aren't surprising

    you can run it for an hour at a time

    i mean i has incredible lags... it's totally unplayable, you even can't load character list :/

  3. 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

  4. If anyone can run under valgrind with TBB disabled! (important), and actually get leak trace, I'll be able to fix it. But prior to that, I cannot even confirm its there :(

    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

  5. 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%

  6. with this patch for example if warrior has Absorb aura and get damage that absorbed -> gains rage - it's ok? You didn't check this case at retail, maybe someone can confirm if this feature or bug? Because i heard from some peoples that has warrior at offy about this case and they said if warrioir/druid are absorbing enemy's damage they didn't get a rage

  7. still getting crashes ever with re-extracted mmaps :(http://paste2.org/p/1081042

    the error appears at some players logging into game

    2010-11-09 23:13:40 Error: Could not open mmtile file '/usr/local/mangos/work/mmaps/0013615.mmtile'

    2010-11-09 23:13:42 Error: Could not open mmtile file '/usr/local/mangos/work/mmaps/0004906.mmtile'

    and even more if more players logged in.

  8. Fully, it will create the missing tiles.

    is there a chance to just extract only "missing files" instead of full re-extracting? I mean this should be a check somewhere if tile is already exists in already created mmap folder and we should just skip it. Full extraction takes too much time :/

    I think extractor should have own "version", like mmapgen b1.0.1 and etc, this can help users to see if they running old extrator or no

    EDIT:

    I found a way to not use full re-extracting

    use this in .bat file

    MoveMapGen 13 --hiResHeightmaps true

    MoveMapGen 25 --hiResHeightmaps true

    MoveMapGen 29 --hiResHeightmaps true

    MoveMapGen 34 --hiResHeightmaps true

    MoveMapGen 35 --hiResHeightmaps true

    MoveMapGen 42 --hiResHeightmaps true

    MoveMapGen 43 --hiResHeightmaps true

    MoveMapGen 44 --hiResHeightmaps true

    MoveMapGen 48 --hiResHeightmaps true

    MoveMapGen 70 --hiResHeightmaps true

    MoveMapGen 90 --hiResHeightmaps true

    MoveMapGen 109 --hiResHeightmaps true

    MoveMapGen 349 --hiResHeightmaps true

    MoveMapGen 369 --hiResHeightmaps true

    MoveMapGen 389 --hiResHeightmaps true

    MoveMapGen 409 --hiResHeightmaps true

    MoveMapGen 429 --hiResHeightmaps true

    MoveMapGen 449 --hiResHeightmaps true

    MoveMapGen 450 --hiResHeightmaps true

    MoveMapGen 540 --hiResHeightmaps true

    MoveMapGen 542 --hiResHeightmaps true

    MoveMapGen 544 --hiResHeightmaps true

    MoveMapGen 545 --hiResHeightmaps true

    MoveMapGen 546 --hiResHeightmaps true

    MoveMapGen 547 --hiResHeightmaps true

    MoveMapGen 548 --hiResHeightmaps true

    MoveMapGen 550 --hiResHeightmaps true

    MoveMapGen 552 --hiResHeightmaps true

    MoveMapGen 553 --hiResHeightmaps true

    MoveMapGen 554 --hiResHeightmaps true

    MoveMapGen 555 --hiResHeightmaps true

    MoveMapGen 556 --hiResHeightmaps true

    MoveMapGen 557 --hiResHeightmaps true

    MoveMapGen 558 --hiResHeightmaps true

    MoveMapGen 565 --hiResHeightmaps true

    MoveMapGen 576 --hiResHeightmaps true

    MoveMapGen 598 --hiResHeightmaps true

    EDIT:

    this doesn't helps :( The server still crashes at player add to some maps (idk what maps cause a crash...).

    need full re-extraction... very bad... the check if file already exists and just skipping it would save our nerves and time, and better to do it like parameter, something like "--skip existed"

  9. Doh... fixed. If you build 1 tile from each map, it should rewrite the .mmap file with the correct info.

    Sorry, I'm bad at math.

    so we need to rebuild mmaps with _new_ MoveMapGen? Is there a way to make it in one command or i should rebuild mmaps completely ( again waiting for ~6 hours :/ ) ?

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use