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Opterman

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  1. I can't do that, because all parts of the code, however small, they are related. Greetings, Opterman
  2. Its better to wait, we're about to finish solving crash problems. I think aprox to end of this year or at the beginning of 2010 will be a stable version. Greetings, Opterman
  3. I think too os better to wait for a stable version It has a lor of differences with mtmapts. Mtmaps hasnt a map restarter when it crash. Packets are procressed by map thread and no by ace world thread. BattleGrouns are updated by her maps instead by world thread An adaptative rewriting of BG Code. An improving on events. And everything what is going to come Greetings, Opterman
  4. Yes , i've uploaded lastest patch version working with lastest mangos rev. I've modified somethings in BG Codes, Event codes and now , bg are updated by her maps Actually we've only i known crash and we're working on fix it Next Step: adapt events and pools to map restart. Greetings, Opterman
  5. Patch is currently under developing, I 'll notice you when i have a version more or less stable. I have to say that's near because Woweur is helping me a lot with crash. So you have to wait. I'll post news soon Greetings, Opterman
  6. My patch is tested on Windows and linux , and it's what im going to do in next releases , at finish patch versions I'll test on Mac and switch it to this S.O. if doesnt work there. Greetigns, Opterman
  7. Vladimir I thought that , it was the first thing that I thgought, but the only way to do the same thing of my patch and without mem corruption unsafe is process map by process , I think Multi Mangos will be the best option. Anyway i 'll continue updating my patch and improving it , maybe I find another way to avoid memory corruption,i.e like someone say mem hashes checks Greetings, Opterman
  8. I can't do this because when a map crash I dont delete the map instead this , I release all resources save all data and then restart the thread, so what you say is no possible. Greetings, Opterman
  9. Blizzard servers dont have it , blizzard server restart map if the error is on map and restart server if error is on network i can say it because i tested it my self.... Greetings, Opterman
  10. Could u put server in Debug on VS and make an backtrace of MapRunnable's threads and WorldRunnable thread What exactly occcurs ? Players cant cast ? I've tested again on Windows last patch version with last core revision and works totally ok Do you have another patch ? Greetings, Opterman
  11. Its because map crashed maybe and server is logouting out players , i had a function that logout player sending them the client message and then logout them in the server but i souppoused that it was no need But its needed maybe... Have you noticed i appears a backtrace message in cmd at this time¿ Or maybe you should change update interval Anyway im going to do tests with a 2k + player server population Greetings, Opterman
  12. If you active crash dump generation , yes , anyway the ACE Stacktrace is too poor.... so I want to read gdb for linux and another debugger on windows to make a good backtrace class and then put it on files with mapnumber and timestamp... I think join master now isnt a good idea without certain improvings and testing... Greetings, Opterman
  13. Shendor the first backtrace is not the same to the second ( Full backtrace ) To help you i need the backtrace of map thread I add too that if you debug the server with debugger you 'll get it signals like SIGTERM and you should continue. It's unused map cleanup feature. That's what i thought , so by this reason i added a option where you can specificate the number of crashes to restart the server, if there's some redundant error I.E If i put MapUpdater.ShudownAtCrash = 6 when there's 6 map crashes ( of whatever map , not for each map.. ) then the server shudowns... Greetings, Opterman
  14. Yes leak , is as you've said , as i've already said if it goes well i 'll think in an improving with an statical thread pool ( for instances only ( obiusly ) ). Greetings, Opterman
  15. It affects to server performance yes, but i dont know the result , i've tested with no many population and works fine , but i need to know what's the result with highs population. I dont want to give you false hopes, because as i said i dont know what will happen, but i 've programmed the patch doing my best, its the only thing that i can say. The performance result is on testing.... only there... Yes ,thought in doing the patch with a thread pool, but first i want to know how works with the current method.. Greetings, Opterman
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