leak
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Warden - The definitive anti-cheat system
leak replied to Auntie Mangos's topic in OldCore modifications
On a server with a few hundred players there are some that exceed the maximum client response delay (90sec default) even though they still seem to be connected and their latency is fine. The number of people failing the max response delay is much bigger than those who fail actual checks, that seems a bit odd. Anyone an idea what that is all about? -
Warden - The definitive anti-cheat system
leak replied to Auntie Mangos's topic in OldCore modifications
Can't really do any further debugging - not a Mac owner myself either. -
Warden - The definitive anti-cheat system
leak replied to Auntie Mangos's topic in OldCore modifications
Any new on OS X support? I tried your implementation TOM_RUS and currently it crashes the client after loading the module (Module_0DBBF209A27B1E279A9FEC5C168A15F7_Data). **edit Client crashes with Improper header received: [ CE FA ED FE 07 00 00 00 03 00 00 00 08 00 00 00 0A 00 00 00 48 07 00 00 85 20 01 00 01 00 00 00 ] -
[dev] New networking code based on "proactor" pattern
leak replied to a topic in OldCore modifications
Been following your changes for a while now. I don't know how "known" this is but both mangos (i only verified for realmd on win) and TC suffer from fd/handler limit issues. Once the fd limit is reached the servers become unconnectable and this condition persists even if the number of connections being open drops below the fd limit. On Unix (where most likely ACE_Dev_Poll_Reactor is in use) ACE triggered epoll code goes into endless loop and never recovers unless the app is killed. Derex wrote a patch overloading the error handling and suspending the reactor to prevent this loop (https://github.com/derex/TrinityCore/commit/5f50d8c20f47bcf73ce6fce09e2e98bc8fe1ccbe). On Win no solution has been found so far as the ACE_TP_Reactor which is used there doesn't really trigger error handling as Unix/ACE_Dev_Poll_Reactor does. Long story short, you might want to verify if your proactor implementation suffers from the same problem. Shooting something like this at the servers might reveal that: #!/usr/bin/perl use IO::Socket; my @sockarr; for(my $i = 0; $i <= 5000; $i++) { if ($sockarr[$i] = IO::Socket::INET->new(Proto=>"tcp",PeerAddr=>"127.0.0.1",PeerPort=>"3724")) { print "connection: ${i} successful\\n"; } else { print "connection: ${i} failed\\n"; } } print "end"; sleep 10000; On Win mangos is using FD_SETSIZE 4096 from what i've seen, so this script might need to be started multiple times as Perl has a handler limit below 4096. -
Chart produced by?
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Thanks for your summary. I'd be interesting to hear more about why you turned SMF down. The db conversion is a one time process, so shouldn't matter that much i guess.
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Mind sharing your thoughts about which open source BB to pick? For all i know PunBB is a pile of crap and well FluxBB forked from that. I mean there are tons of other options, so i'm kinda curious..
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I beg to differ, at least with vmaps that is. http://paste2.org/p/620332
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http://lmgtfy.com/?q=deadlock
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After the recent change to threatlists i'm encountering alot of crashes related to those. Since i'm running an mtmaps patch i believe it is again an issue with threat-safety just like with bg queues before. So my question is: Is someone able to make those threatlist thread-safe? Any help is appreciated. p.s. Yes, mtmaps not supported bla bla, yet half the mangos folks are using them, but then again this is no official bug report in the bug report section...
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