polonawa
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Everything posted by polonawa
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New build system used by MaNGOS Master/One/Zero
polonawa replied to a topic in OldAnnouncements & news
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 -
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.
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in the mangosd.conf set the unloadgrid option to 0, it will use more RAM, but it will become more stable too.
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I think this assert is not really useful, coz there is if (empty()) Initialize(); a few lines after.
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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() );
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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.
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Many Crash on mangos-0.12 - Linux Debian x64
polonawa replied to Auntie Mangos's topic in OldBug reports
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); } -
nice fix, thanks
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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
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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
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nobody has an idea?
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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.
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the OnObjectCreate() method should be more appropriated
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check /var/log/mysql/errors.log && /var/log/apache2/errors.log, it could help you identifying your problem
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Where the hell is the dualspec topic ?
polonawa replied to Auntie Mangos's topic in OldCore modifications
insider42 did -
it means that your mangos is not running, is it true ? does it launch mangos ?
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use sudo sh restarter.sh
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Except full pathes, your crontab seems to be ok. Try to launch the restarter.sh manually, and tell us what's going on. You may have a problem with the rights of the user running the crontable, check you have the rights to execute mangos with the crontab's user
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wanna help or not ?
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Script for realmd file : restarter_realmd.sh #!/bin/bash if (ps -C mangos-realmd ) then echo "status : OK" else echo "status : DOWN" cd PATH_TO_YOUR_MANGOS/bin screen -d -m -S session_name PATH_TO_YOUR_MANGOS/bin/mangos-realmd fi in your crontab you should use absolute paths, ti avoid errors. Depending on the user's crontab the "./" fodler could be his home directory , or /root ... Is restarter for mangos working ?
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You can create a restarter with a few lines of bash file : restarter.sh #!/bin/bash if (ps -C mangos-worldd ) then echo "status : OK" else echo "status : DOWN" cd PATH_TO_YOUR_MANGOS/bin tar -czvf logs.tar.gz Server.log DBErrors.log Char.log #enable crashdumps ulimit -c unlimited screen -d -m -S session_name PATH_TO_YOUR_MANGOS/bin/mangos-worldd fi and execute this script using cron crontab -e */1 * * * * cd /home/youruser/scripts/restarter;./restarter.sh Cron checks the process every minute, and restart it, if it crashed. This script is for the world process, you can easily adapt it for realmd
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But I'm not using mtmaps on this core version
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Error is segfault, signal 11.
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Hi, as usual, donno if I'm the only one encountering this crash, but I got a few with very similar backtraces. Especially in map 615 (Obsidian Sanctum), already read a topic explaining how to reproduce the crash with Sartharion's script, but mine is different, don't think it's related to the script ... #0 Map::UnloadGrid (this=0x8e429bb0, x=@0xb2aff1e8, y=@0xb2aff1e4, pForce=true) at ../../../src/game/../framework/GameSystem/NGrid.h:39 39 void setUnloadReferenceLock( bool on ) { i_unloadReferenceLock = on; } (gdb) bt #0 Map::UnloadGrid (this=0x8e429bb0, x=@0xb2aff1e8, y=@0xb2aff1e4, pForce=true) at ../../../src/game/../framework/GameSystem/NGrid.h:39 #1 0x082325bf in Map::UnloadAll (this=0x8e429bb0, pForce=true) at ../../../src/game/Map.cpp:1095 #2 0x08232d0b in ~Map (this=0x8e429bb0) at ../../../src/game/Map.cpp:62 #3 0x082330f9 in ~InstanceMap (this=0x8e429bb0) at ../../../src/game/Map.cpp:2371 #4 0x08418a4e in MapInstanced::DestroyInstance (this=0x9c03a6a0, itr=@0xb2aff294) at ../../../src/game/MapInstanced.cpp:242 #5 0x084196b3 in MapInstanced::Update (this=0x9c03a6a0, t=@0xb2aff2c8) at ../../../src/game/MapInstanced.cpp:58 #6 0x0824b01d in MapManager::Update (this=0xb48bf2f0, diff=47) at ../../../src/game/MapManager.cpp:265 #7 0x083bef7a in World::Update (this=0xb6a22950, diff=47) at ../../../src/game/World.cpp:1411 #8 0x08127448 in WorldRunnable::run (this=0xb47135c8) at ../../../src/mangosd/WorldRunnable.cpp:60 #9 0x0846059a in ACE_Based::Thread::ThreadTask (param=0xb47135c8) at ../../../src/shared/Threading.cpp:187 #10 0xb7e9d18e in ACE_OS_Thread_Adapter::invoke (this=0xb47135f8) at ../../../../dep/ACE_wrappers/ace/OS_Thread_Adapter.cpp:90 #11 0xb7e46f01 in ace_thread_adapter (args=0xb47135f8) at ../../../../dep/ACE_wrappers/ace/Base_Thread_Adapter.cpp:124 Information about the map concerned : (gdb) select 1 (gdb) print *this->i_mapEntry $1 = {MapID = 615, map_type = 2, name = {0xb4e5d2d0 "", 0xb4e5d2d0 "", 0xb4e5ea6e "Le sanctum Obsidien", 0xb4e5d2d0 "" <repeats 13 times>}, linked_zone = 0, multimap_id = 239, entrance_map = 571, entrance_x = 3438.15332, entrance_y = 260.401306, addon = 2} (gdb) Someone with something like me ? Thanks a lot for reading
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