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polonawa

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  1. Hi, is it a way to keep the remote access enabled with cmake ? I used to enable it with --enabe-ra during the ../configure step, but how does it work now ? Thanks by advance and sorry for my poor english
  2. ASSERT in a C built-in function , taking a boolean expression as paramater, if the parameter is false (here, the empty() function returns a boolean) the ASSERT makes the program properly crash. It's used to debug a program, and prevent memory corrupt.
  3. in the mangosd.conf set the unloadgrid option to 0, it will use more RAM, but it will become more stable too.
  4. I think this assert is not really useful, coz there is if (empty()) Initialize(); a few lines after.
  5. Due to an assert i don't understand void MotionMaster::UpdateMotion(uint32 diff) { if( i_owner->hasUnitState(UNIT_STAT_CAN_NOT_MOVE) ) return; ASSERT( !empty() );
  6. polonawa

    crash

    Coredump seems to be ok
  7. Let's take the last 333 insider42 branch, and then apply the [10136] revision using the diff to get the 3.3.5 support, 2 days without a crash for the moment.
  8. I had the same crash on my custom core, and i found that it was due to an assertion fail , enven if the backtrace didn't mentionned it. Polymorphism makes the core call Object::BuildUpdateData() instead of WorldObject::BuildUpdateData() in several cases I've not identified yet. To prevent thoses crashes an hacky way, you can comment the assert in Object.cpp (around line 1130) void Object::BuildUpdateData( UpdateDataMapType& /*update_players */) { sLog.outError("Unexpected call of Object::BuildUpdateData for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount); //ASSERT(false); }
  9. Yes, I understand the check but I just think that the server decision is a bit strict in this case, that's all. killing the process is a bit strong isn't it ? Thats why I was asking if it could be better to replace the assert by something else, like a player kick or a player teleport... Thanks for all those explanations and sry for my bad english
  10. I know what an ASSERT is made for, but I just don't understand a few things : force a server crash here ? a return after an assert ? I'm not a mangos source code expert, really far from that
  11. Hi , I just noticed a special crash appearing just after another one if one group is in raid during the first crash. I got this backtrace #4 0x084fe6c9 in InstanceMap::Add (this=0x969736f0, player=0xa321a188) at ../../../src/game/Map.cpp:2437 #5 0x08777c5c in WorldSession::HandlePlayerLogin (this=0x96b900e0, holder=0xa36f60b8) at ../../../src/game/CharacterHandler.cpp:704 #6 0x0877bc40 in CharacterHandler::HandlePlayerLoginCallback (this=0x8920d54, holder=0xa36f60b8) at ../../../src/game/CharacterHandler.cpp:133 #7 0x0877afbe in MaNGOS::_Callback<CharacterHandler, QueryResult*, SqlQueryHolder*, void, void>::_Execute (this=0x98d1d154) at ../../../src/game/../framework/Utilities/Callback.h:92 #8 0x0877afd8 in MaNGOS::_IQueryCallback<MaNGOS::_Callback<CharacterHandler, QueryResult*, SqlQueryHolder*, void, void> >::Execute (this=0x98d1d150) at ../../../src/game/../framework/Utilities/Callback.h:405 #9 0x087a0165 in SqlResultQueue::Update (this=0xcc4de90) at ../../../../src/shared/Database/SqlOperations.cpp:77 #10 0x086ebdcd in World::UpdateResultQueue (this=0xb6a229e8) at ../../../src/game/World.cpp:1965 #11 0x086f3436 in World::Update (this=0xb6a229e8, diff=26) at ../../../src/game/World.cpp:1464 #12 0x0839b64f in WorldRunnable::run (this=0xb2c8faf0) at ../../../src/mangosd/WorldRunnable.cpp:60 I found the related piece of code in Map.cpp bool InstanceMap::CanEnter(Player *player) { if(player->GetMapRef().getTarget() == this) { sLog.outError("InstanceMap::CanEnter - player %s(%u) already in map %d,%d,%d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode()); ASSERT(false); return false; } ... Why is there an assert here ? Isnt'it possible to replace it by a player teleport to his homebind ? Maybe am I totally blind , but I don't understand this Assert, really. Thanks for reading.
  12. the OnObjectCreate() method should be more appropriated
  13. check /var/log/mysql/errors.log && /var/log/apache2/errors.log, it could help you identifying your problem
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