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Lord X-Press

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Posts posted by Lord X-Press

  1. 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.
    

  2. 1) Is it necessary for the project?

    2) What kind of building system do you prefer and why?

    3) Does autotools makes the development process quite booooring?

    4) Why do you want (or won't) to change the building system?

    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.

  3. But it doesn't have anything to do with multiprocessing. It's more of database server's load balancing capabilities and it's deployment on a separate machine. I couldn't think of anything more than vmaps.

    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

  4. There was something called "writepdump" on mangos console. Not sure if that works, but it's probably better than exporting the data manually and rewriting item GUIDs later ..

    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...

  5. Well, I tried to trade with a horde GM character with an alliance player character, but it failed - I changed the factions but it doesn't worked either, so I guess that the client checks the races for such actions.
    Yes, I can confirm the client trade limitation, I guess it's also race-related, but not sure :)

    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)

  6. Infact ... looking at the new code it offers the option to go step further and do Player::Update also in paralel. This will give more performance, but will potentially cause more crashes. After having paralel Player::Update, its possible to differ process some WorldSession opcodes, like movement.

    So should I do this or do the old stuff ?

    Do the new, backtraces will bring the crash problems up to the surface (like in ACE) and we will have more perfomance *hopefully*

  7. <div class='quotetop'>QUOTE (w12x @ Jul 6 2008, 02:39 PM) <{POST_SNAPBACK}></div>

    Nope. game_event_prerequisite (event_id, prerequisite_event) contains what events must be completed to start a new one. For example:

    event_id |    prerequisite_event
    4                        |    5
    4                        |    6

    then for event 4 to start, you must complete event 5 and 6.

    Event loops are not supported, and there is no world event that requires that (quite obviously, if it can only happen once in realm lifetime, why would it loop?). If you want reoccuring events, use normal game events.[/b]

    What i wanted to do was OpenPvP over quests...for that loops in events are a very good solution, but its not bl!zzlike so i had to modify the code myself

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