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Debug on !leavehouse #1403

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HeavenIsLost opened this issue Jun 4, 2015 · 15 comments
Closed

Debug on !leavehouse #1403

HeavenIsLost opened this issue Jun 4, 2015 · 15 comments
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bug An issue describing unexpected behavior of code

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@HeavenIsLost
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After i use "!leavehouse" while the servers is removing items from sqm to inbox the client crashs with this log:

http://prntscr.com/7d6kx3

http://prntscr.com/7d6l4o

Edit: if few items no debug, to debug my client need to do this:

http://prntscr.com/7d6pza

Every sqm has 100 crown armors.

if in every sqm there is 10 crown armors then there is no debug. Maybe its related with the count of items in every sqm.

Edit 2:

If i use internalRemoveItem istead of internalMoveItem(moving from sqm to inbox), still debugs some times.

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@marksamman marksamman added the needs-triage Needs testing with screenshot/video confirmation label Jun 4, 2015
@ranisalt
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ranisalt commented Jun 4, 2015

This was marked as unconfirmed but it is a known and common issue. This happens because of massive amounts of items being pushed into inbox. You could try returning an error on Inbox::queryAdd if you detect it is already over capacity.

@HeavenIsLost
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I don't believe in your idea @ranisalt because i have already changed internalMoveItem to internalRemoveItem(so, the items from the house are simple removed istead of being move to inbox) and it still crashes.

@WibbenZ
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WibbenZ commented Jun 4, 2015

Lmao on your thread now haha

Tried reading the errors then linking it to the src?
Ill give you a hint "100".

@ranisalt
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ranisalt commented Jun 4, 2015

@WibbenZ do you know the debug assertions show errors related to the CLIENT, not the SERVER, right? That Player.cpp is for the source code of the client :P (hope it isn't about that)

@HeavenIsLost
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Well tibia client crash log(with asserts and such) most of times hints what we are doing wrong.

@WibbenZ
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WibbenZ commented Jun 4, 2015

99.9% it tells you what the problem is, it's ofc not in hex But in this case it gives a thing we send, an error message about it etc.
To me this is a no brainer - has it been reported before? Links to prev reports? - since you said it's common and kown.

@djarek
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djarek commented Jun 4, 2015

Perhaps there's something wrong with the code that sends updates to clients? Have you tried checking if it crashes all spectators or just the one using !leavehouse?

@HeavenIsLost
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@djarek i will try to do more tests to understand more about this issue.

To all, this is a normal issue? every server(tfs 1.x) have it?

@TheJoshGriffith
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Is there not a limit of the number of items per tile? If you're stacking 100 I'd imagine you're above that limit? I recall the limit being 32 (including the tile itself), but I could be wrong on this. I definitely remember there being some limit though

@Codinablack
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The limit you are referring to is probably 255, the same limit that has been in ot since the existence of ot...

@ranisalt
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The stack of tile items goes from 0 to 255:

STACKPOS_GROUND = 0
STACKPOS_FIRST_ITEM_ABOVE_GROUNDTILE = 1
STACKPOS_SECOND_ITEM_ABOVE_GROUNDTILE = 2
STACKPOS_THIRD_ITEM_ABOVE_GROUNDTILE = 3
STACKPOS_FOURTH_ITEM_ABOVE_GROUNDTILE = 4
STACKPOS_FIFTH_ITEM_ABOVE_GROUNDTILE = 5
STACKPOS_TOP_CREATURE = 253
STACKPOS_TOP_FIELD = 254
STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE = 255

@TheJoshGriffith
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Do you ever remember having to fill a chest full of items, then break it, in order to get more than a certain number of items on a tile? I do.

@luanluciano93
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Look:
http://i.imgur.com/MqKWFn2.png

I use command:
select player_id, count(player_id) from player_inboxitems group by player_id having count(player_id) > 500

Look:
http://i.imgur.com/2DHE9ZG.png

Testing ... http://pastebin.com/NsYv17kj
Help me?

@vankk vankk mentioned this issue Jan 10, 2016
@marksamman marksamman added bug An issue describing unexpected behavior of code and removed needs-triage Needs testing with screenshot/video confirmation labels May 8, 2016
@marksamman marksamman added this to the 1.2 milestone May 8, 2016
@marksamman marksamman self-assigned this May 8, 2016
@marksamman marksamman removed this from the 1.2 milestone May 10, 2016
@marksamman marksamman removed their assignment May 10, 2016
@marksamman marksamman added needs-triage Needs testing with screenshot/video confirmation and removed bug An issue describing unexpected behavior of code labels May 10, 2016
@marksamman marksamman reopened this May 10, 2016
@HeavenIsLost
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@marksamman i have tested and the bug exists on 1.1 and does not exists 1.2 after your fix.

@marksamman marksamman added bug An issue describing unexpected behavior of code and removed needs-triage Needs testing with screenshot/video confirmation labels May 11, 2016
@marksamman
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That's odd, since packet splitting has been supported since c4a27b4, it just broke when we merged the network refactor in 1.2, but I guess this issue can be closed then.

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