Respawn while .reload spawns
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- John Adams
- Retired
- Posts: 4582
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
- Contact:
Respawn while .reload spawns
Did a little "know this is gonna break it" testing just now, sure enough... I was in the middle of a .reload spawns all (server spawns) when a respawn timer kicked, and it exploded. We should probably check for that. Don't trigger respawn_timer when .reload spawns is running.
Code: Select all
WorldServer.exe!std::list<std::pair<unsigned int const ,SpawnPlacement>,std::allocator<std::pair<unsigned int const ,SpawnPlacement> > >::begin() Line 1115 C++
WorldServer.exe!std::_Hash<std::_Umap_traits<unsigned int,SpawnPlacement,std::_Uhash_compare<unsigned int,std::hash<unsigned int>,std::equal_to<unsigned int> >,std::allocator<std::pair<unsigned int const ,SpawnPlacement> >,0> >::begin() Line 429 C++
WorldServer.exe!MasterSpawnList::GetSpawnPlacement(unsigned int chunk_id, unsigned int location_id) Line 354 C++
> WorldServer.exe!ChunkServer::CheckSpawnRespawns() Line 195 C++
WorldServer.exe!ChunkServer::Process() Line 234 C++
WorldServer.exe!ChunkProcessThread(void * data) Line 107 C++
WorldServer.exe!ThreadRun(void * arg) Line 77 C++
WorldServer.exe!_callthreadstart() Line 255 C
WorldServer.exe!_threadstart(void * ptd) Line 239 C
kernel32.dll!7716337a() Unknown
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
ntdll.dll!77c492e2() Unknown
ntdll.dll!77c492b5() Unknown
Re: Respawn while .reload spawns
[quote="John Adams"]Did a little "know this is gonna break it" testing just now, sure enough... I was in the middle of a .reload spawns all (server spawns) when a respawn timer kicked, and it exploded. We should probably check for that. Don't trigger respawn_timer when .reload spawns is running.
[/quote]
Not a problem. Should be pretty easy to fix, I would imagine.
Code: Select all
WorldServer.exe!std::list<std::pair<unsigned int const ,SpawnPlacement>,std::allocator<std::pair<unsigned int const ,SpawnPlacement> > >::begin() Line 1115 C++
WorldServer.exe!std::_Hash<std::_Umap_traits<unsigned int,SpawnPlacement,std::_Uhash_compare<unsigned int,std::hash<unsigned int>,std::equal_to<unsigned int> >,std::allocator<std::pair<unsigned int const ,SpawnPlacement> >,0> >::begin() Line 429 C++
WorldServer.exe!MasterSpawnList::GetSpawnPlacement(unsigned int chunk_id, unsigned int location_id) Line 354 C++
> WorldServer.exe!ChunkServer::CheckSpawnRespawns() Line 195 C++
WorldServer.exe!ChunkServer::Process() Line 234 C++
WorldServer.exe!ChunkProcessThread(void * data) Line 107 C++
WorldServer.exe!ThreadRun(void * arg) Line 77 C++
WorldServer.exe!_callthreadstart() Line 255 C
WorldServer.exe!_threadstart(void * ptd) Line 239 C
kernel32.dll!7716337a() Unknown
[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]
ntdll.dll!77c492e2() Unknown
ntdll.dll!77c492b5() Unknown
Not a problem. Should be pretty easy to fix, I would imagine.
- John Adams
- Retired
- Posts: 4582
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
- Contact:
Re: Respawn while .reload spawns
Yeah it was late, I was exhausted, just making a bunch of notes for me to look into when I get a chance. I believe there is a "is loading" flag we can use. You don't have to fix this, I'll take a look.
Got a full plate today - bulk trash week here, and I have about 200 lbs of palm fronds to dismantle for the curb
Got a full plate today - bulk trash week here, and I have about 200 lbs of palm fronds to dismantle for the curb