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Endymion

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Everything posted by Endymion

  1. You should go to a psychiatrist. You had been obsessed with Slait before, and now with Marty.
  2. Server online from 06.2015, sometimes without restart game for 2 months and never crashed cause eventflags.
  3. attrs.append([int(a[0]),int(a[1])]) into attrs.append([int(a[1]),int(a[0])])
  4. I commented all useless (for me) sys_log calls. Log table at my server isn't big because I separated logs into more smaller tables (useless logs like 'pickup gold' or 'change_attr' was removed).
  5. Thanks for your help. Problem still exists but now it's not so disturbing. Before changes it consumed 3900M after ~17h, now it takes ~350M per 24h. After 60h running it consumes 1000M (just after start consumes 317M). Any others idea where problem can hide? I edited all DirectQuery calls at game and db.
  6. Thanks for anwser. Today I'll try use game with edited DirectQuery calls and we'll see.
  7. Ok, but I'm asking about YMIR's code. I think I don't have to use auto_ptr if it's UPDATE, INSERT INTO or DELETE query because usually I don't assign it to variable. For example: snprintf(queryStr, sizeof(queryStr), "DELETE FROM player%s WHERE id=%d", GetTablePostfix(), pi->player_id); delete CDBManager::instance().DirectQuery(queryStr); Why they used delete in this DirectQuery call?
  8. Thanks for anwser. I edited some DirectQuery calls, but after little research I found out interesting thing. Sometimes at YMIR's code we can see: delete DBManager::instannce().DirectQuery("update blablabla"); Is this delete neccessary if we don't assign DirectQuery results to variable?
  9. Hi, I have a problem with RAM memory using of processes destinated for Maps 1. For about 20-30 seconds memory used for process grows by 4M (as "top" command says), until it reaches about 3900M. Then the process comes to STATE: STOP (again using "top"), and doesn't react to any commands. I've tried to search the source of the problem, but I didn't get any results. I also tried using memleax application, but it always stops with "segmentation fault" error. Problem exists only for Maps 1, where problably is the biggest players' acttivity. Things that are used only for Maps1 (nowhere else) and can help with recognition of problem: - Offline shops (Great/Deco system, but when I used Ken's system the problem existed too) - Shop with new currency based on shop_table_ex.txt - Dungeon opened by d.join If you guys have any ideas feel free to share. If you want more information, I'll tell everything what is needed to localize the problem. Thanks in advance!
  10. Maybe it's good time to start using d.new_jump_party to open dungeons for parties.
  11. Add item->SetSkipSave(true); after item->SetRealID(id); at: void CHARACTER::OpenShop(DWORD id, const char *name, bool onboot) void CHARACTER::UpdateShopItems() and you can run this query: DELETE FROM player.item WHERE owner_id = 0;
  12. SELECT l.id AS id, l.login_time AS login, l.logout_time AS logout, p.name AS name FROM log.loginlog2 AS l LEFT JOIN player.player AS p ON (p.id = l.pid) WHERE DATE_SUB(NOW(), INTERVAL 14 DAY) < l.logout_time AND l.is_gm = 'Y' ORDER BY l.id DESC;
  13. PointChange(POINT_GOLD, -(long long)g_dwNeedMoney, false);
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