Bug 152: (Faux) Players who are in Guilds that...
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Bug 152: (Faux) Players who are in Guilds that...
Bug ID : 152 - Players who are in Guilds that... Bug Date : 2015/03/18 05:26:45 Assigned To : Faux Priority : High Category : VGClient Sub-Category : User Interface: (Default) Severity : Standard Reproducible : Every timeDetails:
Players who are in Guilds that log out of the game (either gracefully or not) do not get their IsOnline flag set to False, so anyone /guildsay after that gets errors in console about players not online.
Originated From World: New Telon (1) Chunk : New Targonor (141) Location : -33648 6332 381
- John Adams
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Re: Bug 152: (Faux) Players who are in Guilds that...
Faux, I tried messing with this myself and it got me to thinking; why are we duplicating the character->SetIsOnline() functionality in Guilds? Can we just use the one for WorldCharacter to ensure we're not worrying about how many flags to maintain? I don't so much mind that Member has it's own isOnline, but I think it should get that data from a global source other than it's own. Me trying to set the guild flag (and push the packet back to Guilds) isn't working out so well from WorldDatabase::ToggleIsOnline()
I'm sure you'll have a better solution. Just curious about the character->SetIsOnline() thing.
I'm sure you'll have a better solution. Just curious about the character->SetIsOnline() thing.
Re: Bug 152: (Faux) Players who are in Guilds that...
Looking at the code, I can see this could occur if a player crashes or bypasses the camp timer using .setdev. We can potentially eliminate the isOnline field and just work off the worldcharacter object. I'll look at it as soon as I have some more time.
Otherwise, I just need to handle the two above cases.
Edit: Do you know if this was happening when someone camped out normally?
Otherwise, I just need to handle the two above cases.
Edit: Do you know if this was happening when someone camped out normally?
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Re: Bug 152: (Faux) Players who are in Guilds that...
I hadn't noticed, because I think generally everyone just exits the client by closing it :/
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Re: Bug 152: (Faux) Players who are in Guilds that...
Faux, have you committed any of your fixes since we talked? I want to update Public SVN but I'm hesitant to do so without your final tweaks. Let me know, please.
Re: Bug 152: (Faux) Players who are in Guilds that...
I haven't had a ton of time over the last few days, so I'll update the /who issue in a couple of minutes, but I haven't done anything with this bug.
I'll have to do some investigation to find out where to set the online flag if they crash or force close the client.
I'll have to do some investigation to find out where to set the online flag if they crash or force close the client.
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Re: Bug 152: (Faux) Players who are in Guilds that...
Okay no worries, I was just checking to see if you were "sand-bagging" fixes I'd rather have a few small ones more frequently than a huge thing that needs to be tested all at once, anyway. I'll move forward with preparing Public SVN today, if you get to it great, if not it's not critical.
Re: Bug 152: (Faux) Players who are in Guilds that...
Hah, not sandbagging. I implemented the guild name in the who list, but i have to get my dev server to load up to test it real fast and then I will commit it
Re: Bug 152: (Faux) Players who are in Guilds that...
Is there an SQL file to update the login database?
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Re: Bug 152: (Faux) Players who are in Guilds that...
Yeah check the SVN Log, I put the update in there.