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marry521

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Posts posted by marry521

  1. while (pBotWorldSession->_recvQueue.next(packet) == true) // empty()))

    {

    //WorldPacket* const packet = pBotWorldSession->_recvQueue.next(*packet);

    WorldPacket* const packet2 = packet;

    OpcodeHandler& opHandle = opcodeTable[packet2->GetOpcode()];

    (pBotWorldSession->*opHandle.handler)(*packet2);

    delete packet2;

    }

    this code ,use .bot add $botname,mangos crash!

  2. @winslow

    I figured it out need to change these line's in player cpp

    Code:

    //we should execute delayed teleports only for alive(!) players

    //because we don't want player's ghost teleported from graveyard

    if(IsHasDelayedTeleport() && isAlive())

    TeleportTo(m_teleport_dest, m_teleport_options);

    ++if (m_playerbotAI)

    ++ m_playerbotAI->UpdateAI(p_time);

    ++ else if (m_playerbotMgr)

    ++ m_playerbotMgr->UpdateAI(p_time);put them at lines 1356

    I pushed .

    There?TESTING......!

  3. @Winslow: He, he, he... was just a suggestion. But it is a problem with RemoveFromWorld and ResetMap in some ways. And I think the involvment of the PlayerbotAI is just by posing an existing problem. This can be caused by loading times and other timings as well.

    @Runsttren

    Edit:

    void PlayerbotAI::MovementReset() {

    // stop moving...

    MovementClear();

    ++ m_ignoreAIUpdatesUntilTime = time(0) + 120;

    ++ TellMaster("120s later i'll bing coming!.");

    This method can be mitigated 1 bot change maps mangos crash,but if More than 1 bot--mangos crash!!I hope there is a better way

  4. use dk bot,the mangos crash!

    Address   Frame     Function      SourceFile
    004C3B11  00000000  std::_Tree<std::_Tmap_traits<std::Pair<unsigned int,unsigned char>,Aura *,std::less<std::Pair<unsigned int,unsigned char> >,std::allocator<std::Pair<std::Pair<unsigned int,unsigned char> const ,Aura *> >,1> >::_Lmost+11  e:\\microsoft visual studio 9.0\\vc\\include\\xtree line 1281
    004BBAAA  00000000  std::_Tree<std::_Tmap_traits<std::Pair<unsigned int,unsigned char>,Aura *,std::less<std::Pair<unsigned int,unsigned char> >,std::allocator<std::Pair<std::Pair<unsigned int,unsigned char> const ,Aura *> >,1> >::begin+2A  e:\\microsoft visual studio 9.0\\vc\\include\\xtree line 561
    0096117D  00000000  PlayerbotAI::HasAura+4D  e:\\mangos\\mangos-diy\\src\\game\\playerb line 1130
    00964A38  00000000  PlayerbotAI::CastSpell+1F8  e:\\mangos\\mangos-diy\\src\\game\\playerb line 2216
    009647E6  00000000  PlayerbotAI::CastSpell+56  e:\\mangos\\mangos-diy\\src\\game\\playerb line 2168
    00A9023A  00000000  PlayerbotDeathKnightAI::DoNextCombatManeuver+6FA  e:\\mangos\\mangos-diy\\src\\game\\playerbotdeathknig line 208
    009622B2  00000000  PlayerbotAI::DoNextCombatManeuver+F2  e:\\mangos\\mangos-diy\\src\\game\\playerb line 1525
    009643B2  00000000  PlayerbotAI::UpdateAI+4A2  e:\\mangos\\mangos-diy\\src\\game\\playerb line 2110
    00524B59  00000000  Player::Update+509  e:\\mangos\\mangos-diy\\src\\game\\pl line 1182
    004F1B12  00000000  Map::Update+E2  e:\\mangos\\mangos-diy\\src\\game line 558
    00794243  00000000  MapManager::Update+103  e:\\mangos\\mangos-diy\\src\\game\\mapman line 256
    00752D9D  00000000  World::Update+3FD  e:\\mangos\\mangos-diy\\src\\game\\w line 1608
    0045FC54  00000000  WorldRunnable::run+94  e:\\mangos\\mangos-diy\\src\\mangosd\\worldrunn line 66
    00AFA6E1  00000000  ACE_Based::Thread::ThreadTask+21  e:\\mangos\\mangos-diy\\src\\shared\\threa line 159
    00F4B775  00000000  ACE_OS_Thread_Adapter::invoke+E5  e:\\mangos\\mangos-diy\\dep\\ace_wrappers\\ace\\os_thread_ada line 90
    00EC8BFA  00000000  ace_thread_adapter+2A  e:\\mangos\\mangos-diy\\dep\\ace_wrappers\\ace\\base_thread_ada line 124
    1023DFD3  00000000  _beginthreadex+243
    1023DF69  00000000  _beginthreadex+1D9
    7C824829  00000000  GetModuleHandleA+DF
    

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