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  #1  
Old 10-19-2008, 05:52 AM
RhinoDude
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Is this player ghosting something that is considered a bug, or just a design issue that would take a large effort and/or major refactoring to eliminate? I'm curious because I thought Windows and Linux essentially shared the same code base, I guess that is not the case?

Once I get my book done I may be able to take the time to jump in and try to figure out unless this is known to be a issue that would take a significant rewrite to work around.

In my case though it doesn't sound like it will be an issue. I can easily reboot the server daemon after each play session. I was planning on taking it down anyway in between sessions of the group anyway.

Thanks,
- Rhino
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  #2  
Old 10-19-2008, 07:05 AM
paaco
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It is a bug, I don't think anyone has tracked down the exact cause yet. It seems to happen when a player uses /q instead of /camp. I have seen a few on my server that were ghosts, you can tell be inspecting them, if you are unable to inspect it is a ghost and you can /kick them.
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  #3  
Old 10-20-2008, 08:41 AM
RhinoDude
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Doesn't sound like it should be too hard to track down. I wonder if the same issue happens with linkdead players?

Is the server completely written in Perl? That's certainly not one of my stronger languages as I don't use any of the scripting languages often, but I'd be willing to take a look at it when I get a working environment to debug with.

- Rhino
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  #4  
Old 10-20-2008, 12:19 PM
Andrew80k
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Join Date: Feb 2007
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The server code is C++, it has an embedded perl that is used for writing quest scripts. There has been some discussion going on about this bug in the past but I don't think anyone has tracked it down yet. I run on Linux so I would recommend that and am comfortable in that environment, but if you are comfortable in windows it certainly runs well enough on that platform. You will need to be mindful of the aforementioned ghost bug though until that is tracked down.
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  #5  
Old 10-20-2008, 12:24 PM
RhinoDude
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Thanks I already started surfing the development forum and downloaded the code, I'll take a look for it as time permits.

I assume the C++ code is portable, ie the same source is used to compile the windows and linux servers?

I'm going to open up a thread in the dev forum, thanks a bunch.

- Rhino
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  #6  
Old 10-20-2008, 12:28 PM
Andrew80k
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Quote:
Originally Posted by RhinoDude View Post
Thanks I already started surfing the development forum and downloaded the code, I'll take a look for it as time permits.

I assume the C++ code is portable, ie the same source is used to compile the windows and linux servers?

I'm going to open up a thread in the dev forum, thanks a bunch.

- Rhino
Yup. Code is the same on both.
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  #7  
Old 10-20-2008, 12:50 PM
RhinoDude
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Thanks, I actually found a Bug Report thread that Trevius started dealing with exactly that issue, so I've chimed in there:

http://www.eqemulator.net/forums/showthread.php?t=24424

Hopefully we can get this nailed, it sounds like a lot of people could a benefit from it. Not necessarily myself as I'll be bringing my server down after every session, but I know if I was running a "normal" server I'd want it to be able to stay up for weeks on-end if possible.

- Rhino
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  #8  
Old 10-20-2008, 12:54 PM
AndMetal
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Join Date: Mar 2007
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Quote:
Originally Posted by Andrew80k View Post
Yup. Code is the same on both.
The code is essentially the same, although there are some manual tweaks for it to work with both Windows & *nix systems. Basically, look for all of the #ifdef WIN32 or #if defined(WIN32) blocks and there are your differences between Linux & Windows.

I think there was a post that Trevius posted that had some snippets of code that may have been suspect, but I don't think anything really became of it.
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