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leak

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Everything posted by leak

  1. Always post the performance related mangos settings, otherwise your info is not that useful. Also i think we should start looking for some mysql benchmark tool and start comparing benchmarks to find out what are the most suitable settings for mangos. (Mangos itself doesn't give an objective answer on that, "lagfree" is relative)
  2. Few questions: Vmap and visibilty range settings? What exactly is wrong with the built in InnoDB plugin? (http://www.percona.com/docs/wiki/release:start I tried i high performance mod from those guys before, didn't really help with performance) What's the "x2" on the i7 CPU? The i7 isn't a SMP CPU. Also the innodb_buffer_pool_size looks way too smal for a 3k player char db. (Unless ofc there are only 3k players and zero unused accounts)
  3. One hell of a first post, could it be _more_ unrelated please?
  4. Yea, great... Actually i wanted to know what fixed the issue for him.
  5. Just out of curiousity - What is the "right git program"?
  6. As much as i support that spirit, i get the bad feeling that this patch will end up like all the (fine working) mtmaps patches. I mean it's not like this patch suddenly removes all the mtmaps related issues from mangos...
  7. Sounds interesting, but let get this straight. This is basicly another multithreading maps patch, right? The others use a static thread pool and also don't have this restart capability from what i understand. Clarifications are welcome.
  8. http://pastebin.com/f60956892 Ambal's patch backported for 0.12 branch.
  9. What bug does the patch fix? What features does the patch add? Restoring build on linux after a3b764526bc874bc0da494a11668808a8a0b9d72 For which repository revision was the patch created? 0.12 branch Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. No. Who has been writing this patch? Please include either forum user names or email addresses. me From b4134a68748b1c11569e2da431c877b893c7e55b Mon Sep 17 00:00:00 2001 From: leak <[email protected]> Date: Mon, 26 Oct 2009 03:04:37 +0100 Subject: [PATCH] restore linux build --- sql/updates/before_upgrade_to_0.13/Makefile.am | 4 ++-- 1 files changed, 2 insertions(+), 2 deletions(-) diff --git a/sql/updates/before_upgrade_to_0.13/Makefile.am b/sql/updates/before_upgrade_to_0.13/Makefile.am index caff4e7..7b0ecf4 100644 --- a/sql/updates/before_upgrade_to_0.13/Makefile.am +++ b/sql/updates/before_upgrade_to_0.13/Makefile.am @@ -45,7 +45,7 @@ pkgdata_DATA = \\ 061_7067_01_mangos_playercreateinfo_spell.sql \\ 061_7067_02_mangos_spell_learn_spell.sql \\ 061_7067_03_characters_character_spell.sql \\ - 062______01_mangos_spell_learn_spell.sql \\ + 062_xxxx_01_mangos_spell_learn_spell.sql \\ 066_8402_01_characters_guild_eventlog.sql \\ 066_8402_02_characters_guild_bank_eventlog.sql \\ 066_8409_01_characters_guild.sql \\ @@ -75,7 +75,7 @@ EXTRA_DIST = \\ 061_7067_01_mangos_playercreateinfo_spell.sql \\ 061_7067_02_mangos_spell_learn_spell.sql \\ 061_7067_03_characters_character_spell.sql \\ - 062______01_mangos_spell_learn_spell.sql \\ + 062_xxxx_01_mangos_spell_learn_spell.sql \\ 066_8402_01_characters_guild_eventlog.sql \\ 066_8402_02_characters_guild_bank_eventlog.sql \\ 066_8409_01_characters_guild.sql \\ -- 1.6.3.2.1299.gee46c
  10. Looks like topic title editing doesn't really work. (At least not in the forum overview) Can some mod fix this for me? This one is hardly "the [fix]"
  11. What bug does the patch fix? What features does the patch add? Guild masters are allowed to deposit money without purchasing tabs. This allows them to withdraw it too. For which repository revision was the patch created? b8423e7d 0.12 branch (I guess it can be used for master branch too) Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. No. Who has been writing this patch? Please include either forum user names or email addresses. me From cc4eb8d024ef3957a3020803b99514ec41377ba3 Mon Sep 17 00:00:00 2001 From: leak <[email protected]> Date: Thu, 22 Oct 2009 20:07:56 +0200 Subject: [PATCH] allow guild bank money withdrawal from guild master without purchased tabs --- src/game/Guild.cpp | 2 ++ src/game/GuildHandler.cpp | 1 - 2 files changed, 2 insertions(+), 1 deletions(-) diff --git a/src/game/Guild.cpp b/src/game/Guild.cpp index 7520a5d..cb7b742 100644 --- a/src/game/Guild.cpp +++ b/src/game/Guild.cpp @@ -112,6 +112,8 @@ void Guild::CreateDefaultGuildRanks(int locale_idx) CreateRank(objmgr.GetMangosString(LANG_GUILD_VETERAN, locale_idx), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK); CreateRank(objmgr.GetMangosString(LANG_GUILD_MEMBER, locale_idx), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK); CreateRank(objmgr.GetMangosString(LANG_GUILD_INITIATE, locale_idx), GR_RIGHT_GCHATLISTEN | GR_RIGHT_GCHATSPEAK); + + SetBankMoneyPerDay((uint32)GR_GUILDMASTER, WITHDRAW_MONEY_UNLIMITED); } bool Guild::AddMember(uint64 plGuid, uint32 plRank) diff --git a/src/game/GuildHandler.cpp b/src/game/GuildHandler.cpp index 2e65420..f4bc3ad 100644 --- a/src/game/GuildHandler.cpp +++ b/src/game/GuildHandler.cpp @@ -1185,7 +1185,6 @@ void WorldSession::HandleGuildBankBuyTab( WorldPacket & recv_data ) // Go on with creating tab pGuild->CreateNewBankTab(); GetPlayer()->ModifyMoney(-int(TabCost)); - pGuild->SetBankMoneyPerDay(GetPlayer()->GetRank(), WITHDRAW_MONEY_UNLIMITED); pGuild->SetBankRightsAndSlots(GetPlayer()->GetRank(), TabId, GUILD_BANK_RIGHT_FULL, WITHDRAW_SLOT_UNLIMITED, true); pGuild->Roster(); // broadcast for tab rights update pGuild->DisplayGuildBankTabsInfo(this); -- 1.6.3.2.1299.gee46c ------------------------------- OT: I stumbled across this problem when i tried to figure out why guild masters had no money withdrawal rights after my last core rollup. If someone experiences this problem too, run UPDATE guild_rank SET BankMoneyPerDay = 4294967295 WHERE rid = 0;
  12. Today ID reset went fine for all instances, at least ingame that is. Checking the DB i found 3 maps having 5551387200 as reset time again, this time Zul'Gurub, Zul'Aman and AQ20 were affected. Yet ingame all instance reset times were fine, so the issue would only have appeared on a server crash when the false db values will be reloaded. I still have no idea why ingame cycle works fine and db gets filled with wrong values.
  13. I've been running the patch for 2) (see above) for a while now and it seems that it fixes the problem at least for instances likes Zul'Aman and Zul'Gurub, yet for heroic instances it got worse. Now heroics don't even reset after a server restart. In the table instance_reset those heroic instances have all the same strange resettime of 5549918400 which is hardly a timestamp for this century.. Also in the instance table there are plenty of entries that have resettime 0 (instance id 556 AuchindounDemon with difficulty 1 for example, i suppose that's heroic?). I wonder what that is all about. Something about the whole instance ID system is seriously flawed. I don't run an 3.x server so far, can anyone give an impression on how the behavior with instance resetting is there? @zhenya Do you have any source for this patch?
  14. I can't confirm that. Today for example our ZA ID went out and the next one is in 3 days again. Can anyone else share the results of that or a similar patch?
  15. I created a .patch for 2) from that trinity commit and gonna give that a shot now. http://pastebin.com/f2cc951fa The "REPLACE INTO" hunks are most likely no proper solution because the fact that there is a db entry left and the core itself says there is nothing loaded yet just doesn't match up. I wish someone could take a closer look at this.
  16. Is it possible to provide this thing in patch form to give it a shot at 0.12 branch?
  17. LordJZ are you sure about this fix? Too bad the page is currently not reachable. Any other source for that commit?
  18. I'm running the server with grid unload 0 but no idea how that affects vmaps. Also noticed those SQL errors SQL: INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '1217639' SQL ERROR: Duplicate entry '1217639-1451' for key 1
  19. Hey guys, i'm encountering a few troubles that only seem to appear on high uptime. In my case i consider high uptime 50h+ with 900ppl online. Currently running pretty much the lastest 0.12 branch rev (923e00df) with sd2 1410 (with backport patch to 0.12). I'm also running full vmaps for a while now without lags. Issues: 1) Memory leaks caused by vmaps I observed a constant memory growth when mangos is running for longer periods. At some point mangos consumed about 8GB of the servers memory. I never noticed when i only had partial vmaps enabled, so i believe there is some issue and this issue is aggravated by vmaps on world contintens. If i'm not all wrong vmaps also still cause endless loops which get the server killed. I'm running a patch to prevent that, maybe those memleaks are also related to those endless loops. It would be nice to know if someone is still working on vmaps. 2) Instance binding IDs for players go crazy At some point the instance id saving system doesn't really work anymore. The reset time in the /raidinfo window simply doesn't show up anymore and .instance listbinds shows that the ID of the instance remains until year 2038. On the running server my test char got an ID for 2038 to reset. When i started that same db on my local mangos the ID was placed to 2nd Oct 6:00 so i believe it is not a db issue. (The timestamp in instance_reset is fine too) Is someone experiencing similar issues? 3) Lootable gameobjects become inaccessible After a while GOs like mining nodes or herbs always show up empty and the problem here is they stay that way. First i thought it was some sort of exploit and i actually found something. (Roughly: If two people trying to open a GO at the same time it becomes completely inaccessible afterwards, even for GM .respawn, i can give more detail on this if required). However, arrai came up with a fix (here) but he said himself that this wasn't a proper way and there is most likely a bigger problem in the loot system. I've been running this patch for a while now but it looks like he was right and there is a bigger issue because mining nodes, etc. still become unlootable on high mangos uptime. Thanks for reading.
  20. pastebin.COM, might help other one barely loads. Guess this one is for 3.x only?
  21. Tried backporting to 0.12 http://pastebin.com/m28813c44 Running fine with rev 944f5098 so far. Still suffering from GetInstance crashes alot (*sigh*) but they are not related i think. I chose to run with same settings i had before, 8 cells and 66y everywhere. I can't say i notice a major performance increase but it looks like an improvement nevertheless. Could someone go a little deeper into the whole cell theory how stuff is calculated, etc.(grids, cells, visibility)? The only thing i recall from some time ago is performance totally went down the drain when those MAX_NUMBER_OF_CELLS where changed to 4 and visibility was changed to 132y (commit 6909) @ambal Could you check if something on my backport is wrong? Had to cut out some things because they simply don't exist on 0.12 (something with perodicaura..)
  22. Relax, people are just not used helpful patches making it into the core before a year is up. Thanks for backporting though.
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