View Single Post
  #2  
Old 10-02-2003, 02:27 PM
Merth
Dragon
 
Join Date: May 2003
Location: Seattle, WA
Posts: 609
Default

Yeah, it was a bug in the code. The next version to be pushed out to CVS will fix it.

Here's the code changed in worldserver.cpp if you want to copy (looks like you already caught it though):
Code:
case 0x2010:{
	if(!ZoneLoaded)
		break;
		WhoAllReturnStruct* wars= (WhoAllReturnStruct*)pack->pBuffer;
	if (wars && wars->id!=0 && wars->id<0xFFFFFFFF){
		Client* client = entity_list.GetClientByID(wars->id);
		if (client) {
			APPLAYER* outapp = new APPLAYER(0x0212, pack->size);
			memcpy(outapp->pBuffer, pack->pBuffer, pack->size);
			client->QueuePacket(outapp);
		}
		else {
			LogFile->write(EQEMuLog::Debug, "Error: WhoAllReturnStruct did not point to a valid client!  "
				"id=%i, playerineqstring=%i, playersinzonestring=%i.  Dumping WhoAllReturnStruct:",
				wars->id, wars->playerineqstring, wars->playersinzonestring);
			DumpPacket(pack);
		}
	}
	else
		LogFile->write(EQEMuLog::Error, "WhoAllReturnStruct: Could not get return struct!");
	break;
}
This is just a sanity check type fix because I don't know this area of code. The problem still exists, but at least it won't crash the code anymore.
Reply With Quote