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Deallocate memory in Free() which allocated by WaypointMgr.
This fixes memory leaks caused by waypoints.
Valgrind log:
==31592== 2,203,488 (59,400 direct, 2,144,088 indirect) bytes in 2,475 blocks are definitely lost in loss record 1,230 of 1,232
==31592== at 0x4C2626C: operator new(unsigned long) (vg_replace_malloc.c:230)
==31592== by 0xD0EC23: WaypointStore::Load() (WaypointManager.cpp:70)
==31592== by 0xD1B55D: World::SetInitialWorldSettings() (World.cpp:1565)
==31592== by 0x90F34E: Master::Run() (Master.cpp:234)
==31592== by 0x90E87E: main (Main.cpp:146)
==31592==
==31592==
==31592== 160 bytes in 5 blocks are possibly lost in loss record 10 of 1,232
==31592== at 0x4C2626C: operator new(unsigned long) (vg_replace_malloc.c:230)
==31592== by 0xD0EC0D: WaypointStore::Load() (WaypointManager.cpp:67)
==31592== by 0xD1B55D: World::SetInitialWorldSettings() (World.cpp:1565)
==31592== by 0x90F34E: Master::Run() (Master.cpp:234)
==31592== by 0x90E87E: main (Main.cpp:146)
==31592==
==31592==
==31592== 384 bytes in 2 blocks are possibly lost in loss record 285 of 1,232
==31592== at 0x4C2626C: operator new(unsigned long) (vg_replace_malloc.c:230)
==31592== by 0xD0F2D4: __gnu_cxx::new_allocator<WaypointData*>::allocate(unsigned long, void const*) (new_allocator.h:92)
==31592== by 0xD0F303: std::_Vector_base<WaypointData*, std::allocator<WaypointData*> >::_M_allocate(unsigned long) (stl_vector.h:144)
==31592== by 0xD0F87B: std::vector<WaypointData*, std::allocator<WaypointData*> >::_M_insert_aux(__gnu_cxx::__normal_iterator<WaypointData**, std::vector<WaypointData*, std::allocator<WaypointData*> > >, WaypointData* const&) (vector.tcc:308)
==31592== by 0xD0F9F7: std::vector<WaypointData*, std::allocator<WaypointData*> >::push_back(WaypointData* const&) (stl_vector.h:694)
==31592== by 0xD0ED0B: WaypointStore::Load() (WaypointManager.cpp:89)
==31592== by 0xD1B55D: World::SetInitialWorldSettings() (World.cpp:1565)
==31592== by 0x90F34E: Master::Run() (Master.cpp:234)
==31592== by 0x90E87E: main (Main.cpp:146)
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Move global waypoint_map variable to WaypointMgr's private variable.
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Original patch by hunuza, extended to whole code
Closses issue 1446
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"if(" --> "if ("
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"while(" --> "while ("
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auto_ptr(ACE_Refcounted_Auto_Ptr) for QueryResult pointers.
Use this auto_ptr for every DB queries(except QueryNamedResult yet).
This patch guarantees NO memory leaks from QueryResult pointers.
Thanks to raczman for the idea and for the helping to make this patch.
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for spells show a bar and how much they are loading.
Overall fix 99% of display issues while core is booting.
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some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget
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*Zum'Rah Area Trigger Script, Zum'Rah should become hostile when approached. By totoro.
*Judgement of Light PPM based, not 100%. By Drevi.
*Fix Deflection Exploit. By manuel, thanks to TheNecromancer and Gyullo.
*Correct Wintergrasp Tenacity formulas, by Gyullo.
*A Spirit Guide Escort Quest, code from SD2, patch by manuel.
*TrullyOne/MeanMachine Waypoint System Restored. Patch by XTElite1.
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* Correct packet size calculating mistake from 5292
* Code style cleanup in Level2.cpp (Waypoint commands)
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* Fix possible crash in OPvPCapturePoint::AddCapturePoint due to using null pointer in log output
* Correct damage for Gore (arithmetic operator has precedence over question operator)
* Correct SQL query that WaypointManager uses to count record number
* Declare Aura *aur in OPvPWintergrasp::HandleKill only once and then evaluate value instead of declaring twice and then evaluating
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creature uses waypoint movement as default movement type, the path id should be DBGUID*10. For paths of script use, the path id should be DBGUID*10+1 ~ DBGUID*10+9.
*Two sql queries are included. Converter is used to convert the existing path id to new path id. "...creature_add..." is used to change table structure. You can first run the converter, then run the other one. Or run the other one directly and get the new data from the db team. Because it may take hours to run the converter.
*If you have custom data, you may need to run the converter. We suggest you use console to run it It is extremely slow to run the query. If you have multiple paths for a creature in your db, you need to do more work to convert it. However, if you know how to use multiple paths, you should already have more db knowledge than I do and you should know how to convert it.
*There may be a faster query to convert the db. If you know, please tell us. I am no sql expert.
*Backup your db first!
*Thanks to X-Savior and subhuman_bob.
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* Changed mangos website
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convert all files at once
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* Cache GM tickets on server startup.
* Remove unused src/game/HateMatrix.h and references.
* Better check client inventory pos data received in some client packets to
skip invalid cases
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* Changes include:
- Implementation of w12x's Outdoor PvP and Game Event Systems.
- Temporary removal of IRC Chat Bot (until infinite loop when disabled is fixed).
- All mangos -> trinity (to convert your mangos_string table, please run mangos_string_to_trinity_string.sql).
- Improved Config cleanup.
- And many more changes.
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