oc_redfox
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Everything posted by oc_redfox
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[8072][patch] Get rid of data blob (first step)
oc_redfox replied to Auntie Mangos's topic in ... acceptedOld
Is is really <that> much easier...? And more colums > more DB usage (not much but still more)... Personaly i think its easy enough to select from the data-blob, if you keep track of the order... To simplify the DB to much will only alienate people who join to learn... -
[8072][patch] Get rid of data blob (first step)
oc_redfox replied to Auntie Mangos's topic in ... acceptedOld
I think what he meant was that if this patch is applied everyone would have to re-write their web front ends / etc... Personaly i dont care, i just dont see how this would 'improve' anything, nor does it 'destroy' so could go either way... -
Pretty good, but you forgot 2 of the biggest memory hogs.. Map 1 and Map 0
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Then what flag would it be to enable a command for Gm1 + Gm4 + Gm7 (not any other gmlevel than those)
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But let's say you have a gmlevel 4 or gmlevel 5 how would the securityflag look then? The ability to create / manage as many diffrent gmlevels you like would be nice... Maybe adding a line in the conf with the amount of gmlevels present so that mangos knows how to read securityflag from DB.. if you have 3 gmlevels (+standard 0 for non-gm) it would be securityflag=0111 but if you change in the config to allow up to 5gmlevels it would be securityflag=011111 (2 extra to read) There probably is better solutions to create new gmlevels and customize commands on them, so any feedback / ideas is welcome :-)
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Both yes and no, woulden't having 'bitmasks' limit the GM-levels to a static amount? Lets say the standard is GM1 GM2 GM3.. If you use Bitmasks and only have those 3 it would be fine, but lets say you add up to GM8 or even higher... With diffrent "commands" assigned to them...
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This has been vaugly suggested before, but wasent given much attention so i tought about opening a topic for it... The idea would be to change the way GM-levels work at the moment and make them more customizable... Right now you cannot set so a command is usable by GM 1+3 without GM2 also having it (if you see the dilema), so why not change so the commands are set by flags? and/or make it possible to add infinite (or atleast alot more) Gm levels with the desired commands to each of them... I am sorry if my description of the suggestion is off, will edit / change the post later to make more sense...
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This has gone alittle off-topic, but what the hell its still all related ^^ I just tought it was weird that the server would use just as much memory with 100~testers as with 30~.. And yes, the client "load"-issue is also common ^^
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Hex should have a CHANCE to break on damage, with this patch its not "chance to break".. But still better than not breaking... Thanks...
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SSD drive ?
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Major problem with Grid unloading? seems familiar ^^...
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Is there a Valgrind version for win64* ^^?
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The 'leaks' seems to come from arena/battleground.. Not sure tho, will need to do some more tests =/... Very annoying to have mangos use upp 99% memory no matter how many testers...
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So could someone post their memory usage <vs> testers... 35 testers -> 1.2GB~ (seems 'kinda' normal) 160 testers -> 1.9GB~ back down to 50 testers -> 2.0GB~ GrindUnload = 1 Vmaps = Off (except instances) Any other variables to tweak with that affect memory usage? Like the unload times for grid / instances?
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Looks like the Grids are not unloaded even though i have GridUnload = 1 in the config =/ ::Edit:: The server uses up 99% of the memory, but it dosent seem to 'crash' from lack of memory... How does nre Grids load if there is no memory to load them to?...
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Am i the only one with this problem !?
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nop, grindunload = 1 Vmaps is only on in instances...
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Using revision; [7694] Anyhow, with around 250~testers i've got around 2Gb memory used, so i was surprised that the memory usage was still 2Gb when the amount of testers had droped to 35~.. So i would really like some pointers on how to track down memory leaks like this (using Windows Server 2008)..
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Link is expired
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is this discountinued !?
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@Trazom Err... The 49708d thing is related to the DB table 'instance_reset' (just clean it and that goes away), But the problem im talking about is; Lets say you do a instance that should have 7 days reset, you get bound and everything looks normal.. You then do a instance with 1-day reset.. BOTH those instances will unbind after 1day then... And i have tried with both 0 and 7 in the reset_delay field...
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Semi-Confirmed... Happens sometimes and sometimes it works ::Edit:: Maybe it happens when server unbinds the 1-day instances? Seems like it then unbinds all instances, even those with longer reset time...
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Probably the same 'crash' as the above but still... Revision: 2009-04-08 17:07:03 7636 a7bf7d4bf99c42b63a64152219df9cd291329c3d Date 9:4:2009. Time 8:39 //===================================================== Exception code: C0000005 ACCESS_VIOLATION Fault address: 00466330 01:00065330 D:\\MANGOS\\MANGOSD.EXE Registers: EAX:00000000 EBX:10DF9FA8 ECX:15838060 EDX:00000000 ESI:00000000 EDI:00000000 CS:EIP:0023:00466330 SS:ESP:002B:0409F798 EBP:0409F7C0 DS:002B ES:002B FS:0053 GS:002B Flags:00010202 Call stack: Address Frame Function SourceFile 00466330 00000000 Unit::InterruptNonMeleeSpells+170 0047B020 00000000 Unit::setDeathState+50 004C7C8D 00000000 Player::setDeathState+FD 004D3D50 00000000 Player::KillPlayer+40 006080BF 00000000 WorldSession::LogoutPlayer+35F 00607D30 00000000 WorldSession::Update+380 00633834 00000000 World::UpdateSessions+154 0062F965 00000000 World::Update+365 00438B1E 00000000 WorldRunnable::run+8E 008EC6F5 00000000 ZThread::ThreadImpl::Dispatch+1D5 008ECB53 00000000 ZThread::`anonymous namespace'::Launcher::run+33 008F0C07 00000000 ZThread::ThreadOps::_dispatch+17 750A3433 00000000 _endthreadex+44 750A34C7 00000000 _endthreadex+D8 75FBE3F3 00000000 BaseThreadInitThunk+E 77B8CFED 00000000 RtlCreateUserProcess+8C 77B8D1FF 00000000 RtlCreateProcessParameters+4E ======================== Local Variables And Parameters Call stack: Address Frame Function SourceFile 00466330 00000000 Unit::InterruptNonMeleeSpells+170 Local <user defined> 'this' punting on symbol withDelayed punting on symbol spell_id 0047B020 00000000 Unit::setDeathState+50 Local <user defined> 'this' Local <user defined> 's' 004C7C8D 00000000 Player::setDeathState+FD Local <user defined> 'this' Local <user defined> 's' punting on symbol cur punting on symbol ressSpellId 004D3D50 00000000 Player::KillPlayer+40 Local <user defined> 'this' 006080BF 00000000 WorldSession::LogoutPlayer+35F Local <user defined> 'itr' Local <user defined> 'aset' Local <user defined> 'data' Local <user defined> 'guild' Local <user defined> 'this' punting on symbol Save 00607D30 00000000 WorldSession::Update+380 Local <user defined> 'this' punting on symbol __formal punting on symbol currTime 00633834 00000000 World::UpdateSessions+154 Local <user defined> 'next' Local <user defined> 'itr' Local <user defined> 'this' punting on symbol diff 0062F965 00000000 World::Update+365 punting on symbol i Local <user defined> 'this' punting on symbol diff 00438B1E 00000000 WorldRunnable::run+8E punting on symbol diff Local <user defined> 'this' punting on symbol realCurrTime punting on symbol realPrevTime punting on symbol prevSleepTime 008EC6F5 00000000 ZThread::ThreadImpl::Dispatch+1D5 Local <user defined> 'g' Local <user defined> 'i' Local <user defined> 'parent' Local <user defined> 'impl' Local <user defined> 'task' 008ECB53 00000000 ZThread::`anonymous namespace'::Launcher::run+33 Local <user defined> 'this' 008F0C07 00000000 ZThread::ThreadOps::_dispatch+17 punting on symbol arg Local <user defined> 'task' 750A3433 00000000 _endthreadex+44 750A34C7 00000000 _endthreadex+D8 75FBE3F3 00000000 BaseThreadInitThunk+E 77B8CFED 00000000 RtlCreateUserProcess+8C 77B8D1FF 00000000 RtlCreateProcessParameters+4E ======================== Global Variables
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[patch/dev][8635] bonus damage handling
oc_redfox replied to Auntie Mangos's topic in ... acceptedOld
Tested it but reverted, causes to many crashes... -
Any news on this?
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