Lord X-Press
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Core: 7796 SD2: 1056 OS: Debian Lenny ======================================== MANGOS-WORLDD CRASH: 2009-05-07 22:34:26 ======================================== 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5982 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5991 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 8675 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5991 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5991 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 8300 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 8675 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 8675 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 8675 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5993 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5991 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5990 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5993 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5992 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5992 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5990 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5988 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5988 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 7734 is empty but creature is using CreatureEventAI. 2009-05-07 22:34:23 ERROR:CreatureEventAI: EventMap for Creature 5988 is empty but creature is using CreatureEventAI. [Thread debugging using libthread_db enabled] [New Thread 0xb74b76c0 (LWP 30813)] [New Thread 0xb74b6b90 (LWP 30816)] [Thread 0xb74b6b90 (LWP 30816) exited] [New Thread 0xb74b6b90 (LWP 30817)] [New Thread 0xb6b72b90 (LWP 30818)] [New Thread 0xb6372b90 (LWP 30819)] [New Thread 0xb3009b90 (LWP 30820)] [Thread 0xb3009b90 (LWP 30820) exited] [New Thread 0xaf148b90 (LWP 30821)] [New Thread 0xb3009b90 (LWP 30822)] [New Thread 0xae948b90 (LWP 30823)] [New Thread 0xae148b90 (LWP 30824)] [New Thread 0xad948b90 (LWP 30825)] [New Thread 0xad148b90 (LWP 30826)] Program received signal SIGSEGV, Segmentation fault. [switching to Thread 0xaf148b90 (LWP 30821)] Pet::CastPetAura (this=0x167cd0c8, aura=0xf78814c) at /usr/include/c++/4.3/bits/stl_tree.h:973 973 if (!_M_impl._M_key_compare(_S_key(__x), __k)) 12 Thread 0xad148b90 (LWP 30826) 0xb772539c in epoll_wait () from /lib/libc.so.6 11 Thread 0xad948b90 (LWP 30825) 0xb772539c in epoll_wait () from /lib/libc.so.6 10 Thread 0xae148b90 (LWP 30824) 0xb78c3c08 in pthread_cond_timedwait@@GLIBC_2.3.2 () from /lib/libpthread.so.0 9 Thread 0xae948b90 (LWP 30823) 0xb78c3c08 in pthread_cond_timedwait@@GLIBC_2.3.2 () from /lib/libpthread.so.0 8 Thread 0xb3009b90 (LWP 30822) 0xb76ef0ac in nanosleep () from /lib/libc.so.6 * 7 Thread 0xaf148b90 (LWP 30821) Pet::CastPetAura (this=0x167cd0c8, aura=0xf78814c) at /usr/include/c++/4.3/bits/stl_tree.h:973 5 Thread 0xb6372b90 (LWP 30819) 0xb78c3c08 in pthread_cond_timedwait@@GLIBC_2.3.2 () from /lib/libpthread.so.0 4 Thread 0xb6b72b90 (LWP 30818) 0xb78c3c08 in pthread_cond_timedwait@@GLIBC_2.3.2 () from /lib/libpthread.so.0 3 Thread 0xb74b6b90 (LWP 30817) 0xb78c3c08 in pthread_cond_timedwait@@GLIBC_2.3.2 () from /lib/libpthread.so.0 1 Thread 0xb74b76c0 (LWP 30813) 0xb78c0492 in pthread_join () from /lib/libpthread.so.0 #0 Pet::CastPetAura (this=0x167cd0c8, aura=0xf78814c) at /usr/include/c++/4.3/bits/stl_tree.h:973 auraId = <value optimized out> #1 0x0826fbbf in Pet::CastPetAuras (this=0x167cd0c8, current=true) at ../../../src/game/Pet.cpp:1823 pa = (const PetAura *) 0xf78814c owner = (class Unit *) 0xa134f3a0 #2 0x08270d1b in Pet::LoadPetFromDB (this=0x167cd0c8, owner=0xa134f3a0, petentry=<value optimized out>, petnumber=1078966, current=<value optimized out>) at ../../../src/game/Pet.cpp:298 ownerid = <value optimized out> result = (QueryResult *) 0x1d2b0fe0 fields = (Field *) 0x1731415c summon_spell_id = 13481 spellInfo = <value optimized out> is_temporary_summoned = false pet_number = 1078966 map = (class Map *) 0xb4700018 guid = <value optimized out> px = 1633.4812 py = -1037.78711 pz = 73.290657 petlevel = 75 savedhealth = 8068 savedmana = 0 #3 0x0829a8ae in Player::ResummonPetTemporaryUnSummonedIfAny (this=0xa134f3a0) at ../../../src/game/Player.cpp:19901 NewPet = (class Pet *) 0x167cd0c8 #4 0x08406bbe in WorldSession::HandleDismountOpcode (this=0x1cf17cb8) at ../../../src/game/MiscHandler.cpp:1578 No locals. #5 0x0837f759 in WorldSession::Update (this=0x1cf17cb8) at ../../../src/game/WorldSession.cpp:204 packet = (WorldPacket *) 0x1c58f758 currTime = <value optimized out> #6 0x08372c83 in World::UpdateSessions (this=0xb5a06848, diff=96) at ../../../src/game/World.cpp:2702 No locals. #7 0x0837656d in World::Update (this=0xb5a06848, diff=96) at ../../../src/game/World.cpp:1512 No locals. #8 0x08119d28 in WorldRunnable::run (this=0xb46ca600) at ../../../src/mangosd/WorldRunnable.cpp:65 diff = 96 realCurrTime = 482915480 realPrevTime = <value optimized out> prevSleepTime = 75 #9 0xb78f9d91 in ZThread::ThreadImpl::Dispatch (parent=0x854b370, impl=0xb46ed2c0, task= {<ZThread::CountedPtr<ZThread::Runnable, ZThread::AtomicCount>> = {_count = 0xaf148394, _instance = 0x0}, <No data fields>}) at ../../../../dep/src/zthread/ThreadImpl.cxx:407 No locals. #10 0xb78fa2e6 in run (this=0xbf84b3f4) at ../../../../dep/src/zthread/ThreadImpl.cxx:49 No locals. #11 0xb78ff46b in _dispatch (arg=0x1526ea10) at ../../../../dep/src/zthread/posix/ThreadOps.cxx:137 __PRETTY_FUNCTION__ = "void* ZThread::_dispatch(void*)" #12 0xb78bff3b in start_thread () from /lib/libpthread.so.0 No symbol table info available. #13 0xb7724bee in clone () from /lib/libc.so.6 No symbol table info available.
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Thats not right, mangos push these accounts down to 3. (GM level is 8 and ingame its only 3)
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Hey there, atm we have 4 Acclevel, 0,1,2,3. Why only 4? Could we not implement a open-end system? Would be nicer for creating ranks for different GM and workgroups.
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I would prefer cmake, cmake is only for linux users but i think that is the only discussable plattform for a change ^^ Cmake is very very easy to handel, only 3 commands needed for an compile. And it doesnt waste arround with any files like automake.
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Thats correct, but you asked for bottelnecks, and the biggest bottleneck is a unoptimized DB, when youre mysql process stucks mangos can't do anything against this...multiprocessing might be better for multirealm system and there performance, but has no effect on the mysql service
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Youre DB, check it with Jet Profiler and find spikes and there reasons
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There are many 1 klick tools for them ^^
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For many chars is that a bit many console typing ^^ You can select the needed data and write them to an parallel table (or dump into a file) which you can put on an an different server, and when you need only parts of the data back,take the same core which is running on youre mainserver and create a chardump...or if you need the hole data export them all back...
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Nope, it worked in an earlyer Version of mangos (i think it was befor implementing the 2 side auction house feature, befor this the option in config was named AllowTwoSideTrade and worked as it named)
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Do the new, backtraces will bring the crash problems up to the surface (like in ACE) and we will have more perfomance *hopefully*
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I use this patch with 39 other patches including Arena, Procflags, Multithread and Ace Netcode, it works fine with Uptimes arround 1,5 Days So I don't think its not maded for using with other patches ^^ That can not be the reason for not adding into SVN.
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Tested with Arena and Procflags patch, works fine....20h Uptime. one question,after flagging a point,should there spawn any NPC's of youre fraction?
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Yeah, course he forgot to implement all new files ^^
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No you can't go back course there is no quest shown...thats like looping and like w12x said not supported, or you reset the state value in the game_event_save
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