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przemratajczak

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Posts posted by przemratajczak

  1. * #0 0x00518ff3 in _int_free () from /lib/libc.so.6

    * No symbol table info available.

    * #1 0x005199d9 in free () from /lib/libc.so.6

    * No symbol table info available.

    * #2 0x052f4581 in operator delete () from /usr/lib/libstdc++.so.6

    * No symbol table info available.

    * #3 0x0829f539 in MotionMaster::DirectClean (this=0x8359a7b0, reset=true,

    * all=false) at ../../../src/game/MotionMaster.cpp:109

    * curr = (class MovementGenerator *) 0x8359a7b8

    * __PRETTY_FUNCTION__ = "void MotionMaster::DirectClean(bool, bool)"

    * #4 0x00c09c9f in boss_high_astromancer_solarianAI::UpdateAI (this=0x1b3bca08,

    * diff=147)

    * at ../../../../src/bindings/ScriptDev2/../../game/MotionMaster.h:87

    * i = 2

    * #5 0x0819b896 in Creature::Update (this=0x1b3bd298, diff=147)

    * at ../../../src/game/Creature.cpp:477

    * No locals.

    I've got the same :/ Unfortunatelly from different place, my is from MoveFollow() but both your mine are crashing at Clear() ->DirectClean() -> assert( !empty() ); probably one again core issue.
  2. MaNGOS 9527

    SD2 1607

    UDB 387

    1) Spell http://www.wowhead.com/?spell=59465 should fill HP of current target to 100%

    2) Spell http://www.wowhead.com/?spell=56151 should trigger on all targets except caster

    diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
    index 5c62481..92d86b8 100644
    --- a/src/game/Spell.cpp
    +++ b/src/game/Spell.cpp
    @@ -562,6 +562,14 @@ void Spell::FillTargetMap()
                case TARGET_CASTER_COORDINATES:
                    switch(m_spellInfo->EffectImplicitTargetB[i])
                    {
    +                    case TARGET_ALL_FRIENDLY_UNITS_AROUND_CASTER:
    +                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
    +                        SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
    +                        
    +                        // Guardian Aura - Ahn'Kahet
    +                        if (m_spellInfo->Id == 56153)
    +                            tmpUnitMap.remove(m_caster);
    +                        break;
                        case TARGET_ALL_ENEMY_IN_AREA:
                            // Note: this hack with search required until GO casting not implemented
                            // environment damage spells already have around enemies targeting but this not help in case not existed GO casting support
    diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
    index 336af60..cc52fac 100644
    --- a/src/game/SpellAuras.cpp
    +++ b/src/game/SpellAuras.cpp
    @@ -5602,6 +5602,7 @@ void Aura::HandleAuraModIncreaseHealth(bool apply, bool Real)
            case 50322:                                         // Survival Instincts
            case 54443:                                         // Demonic Empowerment (Voidwalker)
            case 55233:                                         // Vampiric Blood
    +        case 59465:                                         // Brood Rage (Ahn'Kahet)
            {
                if(Real)
                {
    

  3. MaNGOS 9483

    UDB 387

    SD2 1607

    Bug: When alterac vally 80lvl bracket population close to 40 each side , every score table call results in client #132. Couldn't reproduce in 1v1 debug mode. This is pretty anoying when BG ends (each player is forced to display score table what results #132 for everyone)

    Old bug report - invalid because it is DB issue - all creatures and GOs on AV are missing spawnmask for heroic respawn what makes them not respawning at AV 80lvl bracket. my totaly custom hotfix ;-) http://pastebin.com/cUwMcjWm

  4. .Rev 9465. Clean core x64 + SD2 1606

    Crash 5-30 min

    http://paste2.org/p/692511

    http://paste2.org/p/692506

    any ideas how to resolve this?

    yea, now i am suffering too : ( 10h uptime and bang started to crash every hour or less. Opcodes are variant so it is probably not fault of anything except packet hadling. Shared path to crash is World::Update() => World::UpdateSessions() => WorldSession::Update() and finishes at ByteBuffer.h

           template <typename T> T read(size_t pos) const
           {
               if(pos + sizeof(T) > size())
                   throw ByteBufferException(false, pos, sizeof(T), size());
               T val = *((T const*)&_storage[pos]);
               EndianConvert(val);
               return val;
           }
    

    opcodes 185,201,181

    looks like all 3 that logged in backtraces are handling movement

    maybe somehow related to http://github.com/mangos/mangos/commit/5b0f7a88c180776cb58c76f9a78db0b1e6e11ffd#diff-14

    sorry for my noobish ideas : (

  5. lol 2 seconds after reading your report got crash xD with the same crashlog. in server.log apperars

    ERROR: Attempted to get in ByteBuffer (pos: 32 size: 46) value with size: 16
    WorldSession::Update ByteBufferException occured while parsing a packet (opcode: 600) from client XX.55.196.192, accountid=XX312. Skipped packet.
    

  6. MaNGOS 9465

    SD2 1605

    UDB 387

    aura from spell http://www.wowhead.com/?spell=48920 should be removed as soon as target reach 100% HP

    diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
    index c3c1c7d..2ea0fec 100644
    --- a/src/game/SpellAuras.cpp
    +++ b/src/game/SpellAuras.cpp
    @@ -7076,6 +7076,7 @@ void Aura::PeriodicTick()
                    {
                        case 43093: case 31956: case 38801:
                        case 35321: case 38363: case 39215:
    +                    case 48920:
                            if(m_target->GetHealth() == m_target->GetMaxHealth() )
                            {
                                m_target->RemoveAurasDueToSpell(GetId());
    

  7. because this hack is not fixing anything it should just point you where is problem and delay crash for some time. if those creatures are somehow related, and their number is limited we should concern other things than waypointgenerator. if it is totaly random we should search in waypoint generator itself. anyone is using other DB than YTDB and have crashes?

  8.                // Ardent Defender
                   if (spellProto->SpellIconID == 2135 && pVictim->GetTypeId() == TYPEID_PLAYER)
                   {
                       // count HP after this attack
                       int32 remainingHealth = int32(pVictim->GetHealth()) - RemainingDamage;
                       // count how much HP required to turn on absorb effect
                       int32 allowedHealth = int32(pVictim->GetMaxHealth() * 0.35f);
                       // If current processed attack would kill us
                       if (remainingHealth <= 0 && !((Player*)pVictim)->HasAura(66233))
                       {
                           // Cast healing spell, completely avoid damage
                           RemainingDamage = 0;
    
                           uint32 defenseSkillValue = pVictim->GetDefenseSkillValue();
                           uint32 baseLevelSkillValue = pVictim->getLevel() * 5;
                           // If player does not achieve even lvl cap of defense return 0%
                           float pctFromDefense = (defenseSkillValue <= baseLevelSkillValue) ? 0.0f :
                           // If player overexeceded maxlevelcap+140 return 100%
                           (((defenseSkillValue - baseLevelSkillValue) >= 140) ? 1.0f : 
                           // else scale pct
                           ((float(defenseSkillValue) - float(baseLevelSkillValue)) / 140));
    
                           int32 healAmount = int32(pVictim->GetMaxHealth() * (*i)->GetSpellProto()->EffectBasePoints[EFFECT_INDEX_1] *  pctFromDefense / 100);
                           pVictim->CastCustomSpell(pVictim, 66235, &healAmount, NULL, NULL, true);
                           pVictim->CastSpell(pVictim, 66233, true);
                       }
                       else if (remainingHealth < allowedHealth)
                       {
                           // Reduce damage that brings us under 35% (or full damage if we are already under 35%) by x%
                           int32 damageToReduce = (int32(pVictim->GetHealth()) < allowedHealth)
                               ? RemainingDamage
                               : allowedHealth - remainingHealth;
                           RemainingDamage -= damageToReduce * currentAbsorb / 100;
                       }
                       continue;
    
                   }
    
    

  9. MaNGOS 9415

    SD2 1575

    UDB 387

    Short Description:

    spell http://thottbot.com/s48331 messed up target selection

    key spell for boss http://thottbot.com/c29281 (Utgarde Pinnacle)

    this spell has 2x SPELL_EFFECT_TRIGGER_MISSILE with A: TARGET_SCRIPT_COORDINATES/ B: 0.

    so i found creature-target that is spawned by default in UDB it is http://thottbot.com/c27327. Adding it to spell_script_target workd what i've got:

    1) received propper spell visual (thorwn my own weapon) but it is thrown is random direction :<

    2) triggered spells are also f*cked up ;-) they are triggering on orginal caster not on target coordinates.

    i couldn't bite it myself. fix or hack or any suggetion would be appreciated.

  10. i heard about failure: when one PC is active in LAN (with or without wow - no dependence) and than another is connecting and launching WoW sometimes connection stuck at "Successfull" and nothing is happening. 8086 is opened and not used by PC1 in any way. Friend of mine had this problem. When she played on 3.2.2a mangos server without problems her roommate couldn't logon retail realm with patch 3.3.2.

    It happens on retail and on MaNGOS since 3.3.2. Maybe blizzard account authentication tool preventing account theft messed something or maybe mather of 3rd party software like firewalls etc, or ISP fault?

  11. Thread 0x7f625bd57950 (LWP 14916) 0x0000000000a8cae2 in std::vector<WaypointNode, std::allocator<WaypointNode> >::size (this=0x0)

    looks interesting, you can debug fourther with something like this

    
               if (!i_path)
               { 
                   error_log("Couldn't find i_path for creature entry %u",creature.GetEntry());
               }
    
               if (i_currentNode >= i_path->size())
                   i_currentNode = 0;
    

    and allow it to crash, or set i_currentNode to 0 and return true after sending error to log to avoid crashing

    EDIT: i didn't said it will help. Just curious is this one creature or waypoint movement generator failure

  12. MaNGOS 9415

    SD2 1575

    UDB 387

    Bug:

    All attacks nomather of result should place attacker and victim in combat.

    HowItWorksNow?:

    * If your attack is missed, and it was first attack against victim - it will not attack you

    * if paladin use Divine Shield he can ressurect companion despite all arround have attackers

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