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  #1  
Old 09-08-2007, 07:58 PM
KLS
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How exactly can I reproduce this 100% of the time? Or does this only happen sometimes?
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  #2  
Old 09-08-2007, 08:50 PM
Breea
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Quote:
Originally Posted by KLS View Post
How exactly can I reproduce this 100% of the time? Or does this only happen sometimes?
It happens 100% of the time on a source build (last 5 releases) on a linux (fedora 6) quad-core box.

It is also adding these as npcs in the npc_types table.. Basically this could become a stability comprimise if a mage or pet class decides to just zone back and forth a few thousand times.

Last edited by Breea; 09-09-2007 at 04:52 AM..
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  #3  
Old 09-09-2007, 06:14 AM
KLS
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Hm well it doesn't happen here as described.

Player1 in zone with pet, player2 in same zone. Player1 zones out and pet disappears.

I'm not sure how or why it's getting added to your npc_types table. The only code that does that from stock emu code is command related...

Not sure what's going on but that doesn't sound good.
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  #4  
Old 09-10-2007, 05:45 PM
KLS
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I'm still unable to replicate this, BUT.. if you're looking for a solution you could add something inside the npc::process tic_timer.check().

Code:
if(!IsCorpse() && GetPetType() != petCharmed)
{
     if(!GetOwner())
          Depop();
}
I'm not sure if it would work but it's worth a shot?

If we can figure out what causes this it'd be nice too.
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  #5  
Old 09-10-2007, 07:41 PM
Lalolyen
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I'll be implementing that code asap. Also Breea should have sent you a PM there. Basically if you want to help us find out whats causing it, you have that open invitation.
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  #6  
Old 09-10-2007, 08:59 PM
Lalolyen
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That did not work. Even adding opening and closing brackets to the if statement there.

It compiled fine but ghost pets are still there.
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  #7  
Old 09-10-2007, 10:10 PM
Lalolyen
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More of a spectrum on whats going on.

It seems that when you zone, the pets.cpp or the npc.cpp is not removing the pet from the database ***OR*** after you zone the scripts forget your old pet after pulling him back up, assigning the new pet a new pet id in the database, and thus zoning leaves an unclaimed pet named SumXXXX or SkelXXXX where xxx is the pet type.

I've tried everything I know, no compile errors but also not doing what I want it to.

Ok, so the question I'm asking now, how is it possible to keep the pets id consistant throughout all the zones, not just:

Step 1: Pull pet from database.
Step 2: Assign a new pet id and forget old pet.


But add a step three: Check old pet, /kill or depop him and remove him from the database. *currently we have about 200+ shadow pet ids in our database and we cleaned them all up 3 days ago*.

Also note that this is a problem for those whom are using the persistent zone states to preserve spawn tables when the zone is inactive. Most people without persistent zone states do not see this as bad as when they come in the zone is in a repop state, clearing out these mobs. However for the people wanting to exploit, they can easily box another player in to hold the zone open while they zone back and fourth on the other toon to duplicate the pets and the items on them.

Also KLS you are welcome to login to our server "Divine Reapers" and check this out yourself. See your PM's for instructions for privileged access while we work on this.

Last edited by Lalolyen; 09-11-2007 at 06:15 AM..
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