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Call Pet ( on Dead Pet ) Server Crashed #5400
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theres something called paste2.org use it |
use RelwithDebInfo |
Stupid crashlog is stupid |
Unflagged 3984 0 Worker Thread Win32 Thread _threadstartex Normal
that's what you need ? void MotionMaster::InitTop() |
same here, calling dead pets will cause instacrash by top() of MotionMaster::InitTop() |
need to call MotionMaster::Initialize somewhere before the motion master is used, i suggest adding it in the Unit class constructor |
Confirming this, error reproduces on call a dead pet |
My related crash dump paste for whatever is worth: |
Why not just stop using Call Pet on dead pets and use Revive Pet as intended? ;) |
MrSmite When Your Pet is Spawned and is Dead Everything is Fine and you can revive pet . but it's impossible to revive IT when your pet isn't spawned :) |
Maybe this should get priority:critical ? |
Agree |
"MrSmite When Your Pet is Spawned and is Dead Everything is Fine and you can revive pet . Ok, well you didn't say anything about the pet not being spawned. You simply said "dead". While I agree we should fix Call Pet to not crash the server, I don't think it should be "hacked" to work on dead pets wether spawned or not. In the interim, you should be telling your players to submit tickets and not use call pet. Tell them if they crash the server too many times they will be banned. Your GM can fix the pet in the DB so the next time they log in it can be called properly. |
at the moment best solution is to disable spell from disables table and tell them they need wait until it fixed . |
Also happens with Call stabled pet btw, so disable that too. and for some reason, after disabling both spells server keeps crashing, will post logs later. |
New crash log even with Call pet and Call Stabled pet disabled: http://pastebin.com/KCgfEU3w |
the « staff », which, in fact, is anyone that contributes, will deal with this issue whenever any member of the staff, that is, anyone, will want to look on it and take time to fix that. |
confirmed TC rev: 03a7a80 backtrace: |
confirm |
Looks like MotionMaster should be checking for a valid *owner: /src/server/game/Movement/MotionMaster.cpp:601 Try changing this
to
|
@MrSmite Your fix does not work. |
Just Tested MrSmite fix, no go, same crash: Backtrace on Windows 7: http://pastebin.com/2zPDzVq9 |
The answer is here: "need to call MotionMaster::Initialize somewhere before the motion master is used..." |
it is something trying to use a null pointer im almost positive of.. oh |
is there any fix already? Confirmed btw |
Right, I forgot about that statement... |
@MrSmite Y U FORGET ME? U MAKE ME CRY!!! |
try changing this |
@yashirotcm open the next file of your trinitycore: /src/game/Entities/Unit/Unit.cpp Go to the line 249 and copy paste the next two lines BEFORE the "}" and AFTER "_targetLocked = false;" // Prevent crash when loading dead pets or using call pet on dead pets Thats all if you won't be able to apply the patch with command. @MrSmite thanks for your work on pets :) |
Huh... after applying the patch i keep getting worldserver crashes when loading transports, anyone else with the same prob?, the crash log isnt showing anything even with Relwithdebinfo. |
@yashirotcm: Hmm, rev: e1b544d causes this crash on my test box in release mode:
Now that I think about it, I used "attach to" an already running worldserver.exe so I missed the startup problem. I'll work on a fix. @eilo: You're welcome. I played a Hunter on retail from original release to WotLK. They were my favorite class so I like to make sure they work as good as possible (to my ability anyway) in Trinity. Played a Warlock too but only to level 40. |
yashirotcm, mine crashes too :( |
2012-03-03 20:24:27 ERROR: |
@Mosoo: Yep, I fixed that but then it crashed somewhere else related to Object.h... grr. |
Still crashes :P |
@yashirotcm: Yeah, still working on it. I was hoping I could delete the patch before anyone saw it. I had accidentally debugged the wrong revision which didn't have the patch so naturally it didn't crash :) Just waiting for VS to compile... |
Ok, this patch (plus the previous) does in fact work on rev: e1b544d patch removed by MrSmite, causing too many new problems |
To summarize: removed by MrSmite, causing too many new problems |
still crashing on me... sick |
Hmm, strange. It crashes in a release build but not a debug build. I'll have to look at it later, need to get some sleep. |
@MrSmite, somewhere not initialized variable. In debug it initialized by default but not in release. |
Yay! Finally a patch that works:
|
what do you mean with "hopefully"... |
@Subv: Nothing, I was just messing around which is why I removed that comment. |
Yeah @MrSmite It works now! great :) |
@MrSmite OMG! I want your babies now!! I <3 You! it works! thank you so much! |
BAM!! Ingame crash again, but im not sure if it's related, can somebody look it up please? |
Not related. Call pet doesn't use DoAllEffectOnLaunchTarget(). That function has to do with spell hit and reflecting. Also, that's not really a proper crash report. No way to tell why it crashed, only that it crashed. |
maybe someone could file PR or directly merge into master? |
How do I apply Mrsmite's fix? any help is appreciated |
@mosti save MrSmite's patch as a .patch file, then use Git Bash and input: patch -p1 <nameofthefile.patch do this on the main source folder. |
or manually change lines, the patch is really tiny, just remove the two lines with "-" and add lines with "+" instead :) |
Fixes TrinityCore#5400 Thanks MrSmite
Thank you MrSmite your a good guy! |
…n world. Original patch by kewarr and Mrsmite, additional commenting by Machiavelli removing the pet-specific checks applied. Fixes TrinityCore#5400.
Revision : cdc85bb
TDB 46 Updated
With a Hunter , When Your Pet is Dead ( And Is not Spawned ) Try to Use Spell : Call Pet > Server Crashed
Call Stack Here > worldserver.exe!MotionMaster::InitTop() Line 601 + 0x7 bytes C++
(Win32, Debug)
http://paste2.org/p/1914692
http://129.7.img98.net/out.php/i225918_screen.jpg
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