Jump to content

mfour

Members
  • Posts

    34
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Posts posted by mfour

  1. Did you check Auctionhouse.cpp as well? but that's all i remember adding to Auctionhouse.h in last attempt i did because a few other things really messed it up.

    Yup checked it, only differences were a few spaces.

    @ Xeross: I have no clue about C++, but that is the only difference between your files, and his. I change absolutely nothing else.

    Maybe this could help DOWNLOAD NOW!

    That indicates the output from WinMerge

    PS: Was just wondering, maybe it is only one or two of those "bool" statements that need to be included, and not all of them?

  2. Using Xeross's repo (9652) it works for me only when using Kreegoth's two files. I used Winmerge to find what is different between the two sets, and besides spaces, the only text/code that was in Kreegoth's AuctionHouseBot.h file and not in Xeross's, was the following:

             Kreegoth's                 Xeross's
          bool AHBSeller;            
          bool AHBBuyer;            
          bool BuyMethod;            
          bool SellMethod;            
    
          bool debug_Out;            bool debug_Out;
    
          bool Vendor_Items;            
          bool Loot_Items;            
          bool Other_Items;            
    
          bool No_Bind;            
          bool Bind_When_Picked_Up;            
          bool Bind_When_Equipped;            
          bool Bind_When_Use;            
          bool Bind_Quest_Item;  

    That bit is right at the end of the file, which must be the bit making the difference?

  3. Ye I'll try to debug it now.

    Works just fine, perhaps logging in on the ahbot account and entering the game with the ahbot character will fix it, other then that I'm out of ideas.

    What you could try is using my branch instead of merging (If you haven't done so already)

    [b]git clone git://github.com/xeross/mangos.git
    git checkout -b ahbot origin/ahbot[/b]
    

    That is what I have done, it is rather strange. By all counts it should work, I'll keep tinkering.

  4. Ah I see, no don't have that prob. I can't find the problem, everything looks as it should be, AHBot compiles, and loads fine in consol. Items are shown as loaded, a new bot character was created, logged in, logged out, changed config to accomodate the char GUID and Acc, restarted server, but no items. Thanks for your efforts, much appreciated :D

  5. Core: 8840 + SD2 1504

    DB: UDB 385

    This crash happens as soon as someone goes into Orgrimmar. If compiling without SD2 the problem goes way. I have posted in SD2 forum as well.

    Revision: * * 8840 *
    Date 21:11:2009. Time 7:16 
    //=====================================================
    *** Hardware ***
    Processor: Intel(R) Core(TM)2 CPU          6400  @ 2.13GHz
    Number Of Processors: 2
    Physical Memory: 2093952 KB (Available: 1125276 KB)
    Commit Charge Limit: 4194303 KB
    
    *** Operation System ***
    Microsoft Windows XP Professional Service Pack 3 (Version 5.1, Build 2600)
    
    //=====================================================
    Exception code: C0000005 ACCESS_VIOLATION
    Fault address:  05D908AC 01:0011F8AC C:\\MANGOS\\MaNGOSScript.dll
    
    Registers:
    EAX:00000000
    EBX:774BD9B8
    ECX:00000000
    EDX:00000000
    ESI:0002BDD0
    EDI:00000000
    CS:EIP:001B:05D908AC
    SS:ESP:0023:05F24E38  EBP:05F24E4C
    DS:0023  ES:0023  FS:003B  GS:0000
    Flags:00010202
    
    Call stack:
    Address   Frame     Function      SourceFile
    05D908AC  00000000  ?getFirst@?$RefManager@V?$GridRefManager@V?$NGrid@$07VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@V?$NGrid@$07VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@QAEPAV?$Reference@V?$GridRefManager@V?$NGrid@$07VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@V?$NGrid@$07VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@XZ+5456404065737072

  6. Very interesting guys, thanks a lot. So from those test clearly it is not just a case of "less is more" or "bigger is better". From both your tests (Freghar and Cyrex) it seems that compression = 1 is the way to go, and will give the lowest latency to players, but consume more bandwidth. However, as freghar suggested I think a good compromise is indeed a compression setting of around 4.

    Brialliant, thanks again guys. ;)

  7. I think I over-read and confused myself on Compression. So the lower the compression, the LESS latency, and the HIGHER the more latency, correct? Or is it the other way around?

    I think it depends on your system specs. The way I understand it is; the higher the compression ratio, the more the packets are squeezed into a smaller packet, which in turn can de transmitted more quickly to the client, creating less lag. However, in order to do this the server PC will need more CPU power to do the compression, and could therefore actually increase your latency if the CPU is allready running at it's limits.

    Hmm I could be quite wrong, but that is how I understand it.

  8. Hi, nice guide.

    But have few problems and questions.

    This place is little bit not understandable:)

    1. If i have downloaded mangos from git://github.com/mangos/mangos.git then how i see what version this is?

    look in this file you will see the rev: http://github.com/mangos/mangos/blob?path%5B%5D=src&path%5B%5D=shared&path%5B%5D=revision_nr.h&raw=true

    2. If i go http://unifieddb.svn.sourceforge.net/svnroot/unifieddb/trunk/Full_DB/ to download UDB, how i read out what version is and how to check, if this correct with my mangos?

    Use Tortoise SVN client, to download the SVN repository as it says in the guide. Tortoise GUI has a View Log option which shows the various revision changes and gives you the ability to checkout any version you need.

    3. If i download this UDB core, open in notepad, and then in SQLyog how i know what database have to update(realmd?mangos?characters?)?

    Look at this link: https://unifieddb.svn.sourceforge.net/svnroot/unifieddb/trunk/Updates/0.11.5_additions/

    Here you will see files named like this: 380_corepatch_characters_7682_to_7894.sql The word "characters" tells you it is for the character database. To see what version you have, check in your various databases for a table called something like "db_version", open it and you will see what DB revision you are on. There is such a table in each of the mangos, characters, realmd and SD2 DBs.

    Hope that helps.

  9. So you only need to compile under Linux and enjoy the stability.

    That is going to be the challenge for now ;)

    PS: I have implemented your suggested config settings, and it does infact seem to have improved player latency a bit. There still appear to be some areas which suffer from more lag than others, and a couple of lag spikes evey now and then. However, our ISP has been up the creep this week, so it's hard to say exactly what is causing those spikes.

    Overall it seems to have made things run a bit smoother, thank you for sharing, much appreciated. :)

  10. Brilliant Cyrex. I will apply your config settings and see if it helps. At the moment I have to implement a player cap of 45 (which sux), anything above that and even a 5 man instance brings the server to a halt. Thanks for pointing out Ambal's thread, I look into it for sure, and thanks Ambal :)

    It also seems that Linux is the way to go, clearly. Thanks for that.

  11. Oki after almost 18 hours i can confirm the effect that mfour says about the impact of the compress packets.

    On my connection for example, i have ADSL 1024 Kbps (Which is 128 KiBs Down / 64 Kibs Up). From that connection, players have 64 kilobytes of connection. The improvement must be very VERY little since in the 18 hours that was tested different compressions, there was no actual effect, at least for slow connections like mine.

    It would be good if somebody could give some help for little connections like mine. For example, in my experience, the following did in fact improve the connection:

    1. Setting vmap.ignoreMapIds to a group of maps that i have a list of

    2. TargetPosRecalculateRange= 5

    3. Visibility.Distance less than 90 but higher than 60. I have them in 66.

    For the moment, this 3 settings did improve the ping for all players, also the can be more players together without so much lag.

    Any other that maybe somebody else tested and knows from experience that you get an improvement on the server, for slow connections of course.

    Interesting, we have 512 kilobits/sec upload and there is no way we can have 20 people in the same place. The server lags to an almost total standstill.

    The Vis Distance is set to 66 (old default) as well. I have also applied these changes to the core in the "GridDefines.h" file, which made a huge difference:

    -#define MAX_NUMBER_OF_CELLS 4

    +#define MAX_NUMBER_OF_CELLS 8

    I will give your numbers 1 and 2 a try, and see what happens. We use WinXP as our OS, I wonder if Linux will give less lag...?

  12. On the compression issue. We have limited upload throughput as well, and I have played around with the compression a bit. Sadly there was little evidence to suggest that it really has a big impact at all to latency experienced ingame. When I say latency, I refer to the high latency/lag caused by insufficient upload throughput. We have tweaked and played with many setting, but thruth is, if you do not have enought upload capacity, you simply don't and you will experience lag.

  13. This remains a problem, and according to the peeps at UDB that this is a core issue. I can't argue for or against that. However, it would be great if a mangos dev could maybe give us an indication of where we stand with this, i.e. is this an issue which is currently being worked on, or is it an issue which will be looked at in the future, or is it currently not being worked on at all?

    Will really appreciate some direction.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use