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NetSky

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  1. hi there you could fix this with check if mover still present and return if not but you will get other not traceable crashes i already tried this
  2. anyways this core sided cooldown check would be good as temporary solution till something like mangos-"warden" is possible ^^ i was thinking of some external program for clients like punkbuster this would open possibilities to check clients cheating without harming server performance at all
  3. hmm ok maybe there are some adjustments needed i am working with a source with an enormous amount of changes compared to git but there should be no problem for a git compatible version this time i will push a repo @ git again because it is easier to review i have also needed data gathered for mounts like tundra mammoth e.g. but i could not test because i am testing on my own vehicles i got working : - All DK start vehicles - Most Wintergrasp related vehicles(missing data for new ones of 3.22 - but maybe this these are only for use in new battleground (sry i forgot the name beacuse i am not playing often ) ) - All Argent Championship vehicles - All Ulduar vehicles - some additional vehicles(but need aditional implementation in package handling and playermount handling(e.g. implement player_click_spells similar to npc_click_spells ) This is not yet finished still a lot of work to do e.g. different energytypes of vehicles still missing
  4. i will update mine soon - as long as i am working with a modified version of the actual patch i did not realize which major bugs could be there.... transport unitflag was not added correctly for passive passenngers or passive vehicle pilots, movement packages were not handled correctly... btw gathered also data for additional vehicles getting rid of vehicle_data and vehicle_seat_data by generic use of dbc seem to be no good ides since many vehicles need custom flags for correct work.
  5. yes i realized this today sry i do not play much so i just suggested this would not work also without further investigations =) @ xard : i already mentioned which method needs to be modified should not hard to find right place
  6. no you are wrong it is working as intended if you use core implemented guardian ai just as i said spells have to be added with autocastflag when guardian is created and everything is working fine as far as i can see scripted ai maybe usefull for runeblade summon but nothing else... others can be soluted better with no waste of code
  7. if (unitPlayer && target == this) { switch(spellProto->SpellFamilyName) { case SPELLFAMILY_DRUID: if (spellProto->SpellFamilyFlags & UI64LIT(0x100)) { // Glyph of Thorns if (Aura * aur = GetAura(57862, 0)) duration += aur->GetModifier()->m_amount * MINUTE * IN_MILISECONDS; } break; case SPELLFAMILY_PALADIN: if (spellProto->SpellFamilyFlags & UI64LIT(0x00000002)) { // Glyph of Blessing of Might if (Aura * aur = GetAura(57958, 0)) duration += aur->GetModifier()->m_amount * MINUTE * IN_MILISECONDS; } else if (spellProto->SpellFamilyFlags & UI64LIT(0x00010000)) { // Glyph of Blessing of Wisdom if (Aura * aur = GetAura(57979, 0)) duration += aur->GetModifier()->m_amount * MINUTE * IN_MILISECONDS; } break; default: break; } } i will provide a patchfile maybe later this is addition for CalculateSpellDuration Method.
  8. you can create a patchfile yourself just copy paste then run the patch with patch -p1 < file.patch in your source root recompile ad.exe and reextract your maps and test it @bullek this is no core issue btw this is just related to missing data in map files - so newer revision will not fix this will be fixed if data is correctly extracted for maps
  9. map extractor needs to be modified for wmos you can try this hack for extracting additional wmo data fishing in places below 0 (caves) won't work http://pastebin.com/f6ee57bea you need to reextract your maps
  10. first : this is db stuff not related to code anyway second : energy for vehicles is not yet correctly implemented
  11. blizzard is not using single servers this type of handling instance/bg crashes is kind of old fashioned(means it has always there, as far as I can remember )
  12. should not happen maybe check creature data
  13. yes that's correct you need correct npc_spellclick table data for this i cannot provide data for at the moment maybe udb or someone else could
  14. yes confirmed we need to make auraremove more safe commenting assert will cause freeze later on
  15. this is not yet finished there are lot of outstanding improvements which need to be done till you can call this 'finished' ^^ i will start working with generic dbcs and correcting standstates @ vehicle enter/leave today - sry but i was busy updating acelibs
  16. if you use my latest version of this patch you should not have any crashes / crashes only occure with outdated versions of this patch
  17. seems due to new allocator whole mem for data needs to be reallocated instead of just linking already allocated memory
  18. indeed _player->GetOutdoorPvP()->HandlePlayerLeaveZone(_player, _player->GetZoneId()); this is what you got there: _player->GetZoneId() this will later try to get players map and then crash because map was already deleted @ player instance leave(far tele) but in current form it is save
  19. should work as intended (not tested yet) : if(Guild *pGuild = objmgr.GetGuildById(GuildId)) { uint8 purchasedTabs = pGuild->GetPurchasedTabs(); // Bank <-> Bank if (BankToBank) { if(purchasedTabs < BankTabDst || purchasedTabs < BankTab) { _player->SendEquipError( EQUIP_ERR_NONE, NULL, NULL ); return; } pGuild->SwapItems(_player, BankTab, BankTabSlot, BankTabDst, BankTabSlotDst, SplitedAmount); return; } // Player <-> Bank // allow work with inventory only if((!Player::IsInventoryPos(PlayerBag, PlayerSlot) && !(PlayerBag == NULL_BAG && PlayerSlot == NULL_SLOT) ) || purchasedTabs < BankTab) { _player->SendEquipError( EQUIP_ERR_NONE, NULL, NULL ); return; } // BankToChar swap or char to bank remaining if (ToChar) // Bank -> Char cases pGuild->MoveFromBankToChar(_player, BankTab, BankTabSlot, PlayerBag, PlayerSlot, SplitedAmount); else // Char -> Bank cases pGuild->MoveFromCharToBank(_player, PlayerBag, PlayerSlot, BankTab, BankTabSlot, SplitedAmount); } we have to proof case for player bank bags too ok i was looking for any exploits possible in itemtransfer elsewhere but seems to be already checked there [EDIT:] ok tested! exploit not working any more i was not sure about purchasedTabs should it be purchasedTabs - 1 in check or just purchasedTabs? @ elecyb : pls PM me if you got any other stuff like this to fix it soon as possible
  20. hmm anybody experiencing that vellums get enchanted like some enchantable item and not tranformed into roll of enchating
  21. you can add #define USE_STANDARD_MALLOC in memorymanagement
  22. crashes were just related to removeplayer from outdoorpvp calls when logging out (alt+f4)beeing infight in instance because now map/player is removed earlier for crash prevention + if (_player->GetOutdoorPvP()) 0 + _player->GetOutdoorPvP()->HandlePlayerLeaveZone(_player, _player->GetZoneId()); this has to fix it - thx
  23. i can provide gdb debugs i will send you links @ github
  24. hi first of all nice job implementing this allocator but now i am experiencing allocation errors about 1 per hour if object destructor is called ... this is pretty strange because i was looking for further information at their homepage and it was pointed out that this kind of crashes should have been fixed already i will try using my standard nix allocator instead just for comparison
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