KAPATEJIb
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Posts posted by KAPATEJIb
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Traditionaly due to pagefile disabled.
Never heard about this can you explain what it does and how to enable it? I'm still newb in linux...
Any idea what map?i don't know where it happen... using logfile level 0
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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.
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you should add this spell entry to spell_bonus_data table
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it's incorrect version of patch, right version you can find in my repo %)
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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 ^^
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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
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Original author is Nevan from TrinityCore, here the updated and tested patch https://github.com/insider42/mangos/commit/808a4487403708448eb8ba7ebd24966ec28ac492
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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?
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Confirmed, this is obsolete patch now... T10 4P bonus already works
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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 onemy character table in DB has 23440 chars so these lags aren't surprising
you can run it for an hour at a timei mean i has incredible lags... it's totally unplayable, you even can't load character list
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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
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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
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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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TIP: you have to rebuild your maps fresh.
oh god... rebuilding again
and...
linux compilation
config.status: error: cannot find input file: dep/recastnavigation/Makefile.insome places where mmaps doesn't works properly and mobs in these zones tries to jump into the air at aggro (even if you trying to attack them from land) and then evades. http://filebeam.com/9c40d57a6c794e296ce5abc3c565a155.jpgwhat about this?
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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
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What I'm really looking for, is errors that might have been generated by mmap code.
after last mmap code update i don't see any errors with mmaps in logs. But i know some places where mmaps doesn't works properly and mobs in these zones tries to jump into the air at aggro (even if you trying to attack them from land) and then evades. http://filebeam.com/9c40d57a6c794e296ce5abc3c565a155.jpg
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will be usefull add new generator's key for generate only .mmaps instead of this patch
and the key to skip existed tiles at extraction
leaks still isn't fixed... http://paste2.org/p/1084058 (3015 mbyte dump)
but now this crash happens more less (1 crash per day)
and another crash http://paste2.org/p/1084105 but crash dump has only 2700 mbytes
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if someone still can't extract mmaps from compiled application, try this http://filekeeper.org/download/insider/Mangos335/mmap_mod/add/extractor_10717%2B.7z (full set of extractors: for dbc,maps,vmaps,mmaps)
You will need to re-run generator to fix the bits (with this patch again.)ok, i will try
EDIT:
seems it works. Server doesn't crashes now.
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Crash like in 617 post every 10-20 min make me tune off mmaps
same for me, i was turned mmaps off too for fixing it
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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.
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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 trueMoveMapGen 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"
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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 ) ?
Mirror Image
in OldCore modifications
Posted
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