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Old 09-01-2012, 04:36 PM
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Uleat
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Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
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I'm going to try and work on the CSD issues a little more. I think that I can manage keeping my home source code updated by manual file transfer.
Posting-to-reply times will be delayed by at least a day, however...

I've not heard any negative feedback on this CSD patch series, as yet. Just remember..if you are using the bandolier and become de-sync'd from another
unfixed bug, you can still lose items just as any 'normal' item swap would cause. So, keep an eye out for those de-sync messages and take corrective action
immediately. (I can't guarantee that you will receive a message on a de-sync that originates in code outside of this patch, so be careful out there with
bandolier use and any other action that creates/moves/deletes items without doing a zone change/re-log first.)


My next area to work on is code using inventory.cpp::Client::TryStacking(). I've noticed that the stack search order does not match
Client::MoveItemToInventory() or the client behavior that I noticed in the work with the Bandolier function. I need to find all of the ways that it is used in-game,
test them out, and verify client behavior while using them.

The two functions that call this procedure are Client::AutoPutItemInInventory() and Client::Handle_OP_ShopPlayerBuy(). ShopPlayerBuy() is a client event
driven call. The other function is called by Client::AdventureMerchantPurchase(), Client::AltCurrencyPurchase(), Corpse::LootItem() and Client::TryStacking()
(and any possible script calls.)

I will be looking through the forums in search of postings about these in-game actions. But, if you know definitively about de-sync's and item loss while using
these actions, please re-post them here. This can include mysterious item movements (especially involving the cursor) since players are likely to change
zones/log and restore syncronization before switching equipment around.


Thanks!
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