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  #1  
Old 06-01-2009, 09:49 AM
laxative
Hill Giant
 
Join Date: Aug 2008
Location: NorthEast
Posts: 115
Default Sanity Check DB590 to 610

Greets,

Although I have a good working server and I've got the kinks worked out with compiling my own source, I think I'm missing a small step. I would be very appreciative if someone could just take a quick look at my methodology.

The reason I question is because I just recently started ALL over again with the revision before 590. I got all of that up and running, got the New SOF client, and then updated to 590.

When I went to 590 I actually dropped the database. I got a hold of Revxxx590 and sourced that in. Then I sourced in Load_players then Load_bots.

Then I dl'd and compiled the latest exe's.

I created a brand new drakkin toon, which was very exciting. I noticed right away however that we was eating way too fast. So I came here and searched the forum and immediately found several hits on the fact that bug was fixed. That leads me to believe I'm not sourcing in the correct SQL's or that I'm doing something wrong in the way I do my database updates.

I'm about to go to 610. And from what I read, I just need to source in all the SQL's since 590. Is it really that easy? Each time I've been upgrading the in the past I do a drop system and source in the Revxxxx.sql. Is that overkill?

Thanks in advance.
Laxa
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  #2  
Old 06-01-2009, 10:06 AM
gaeorn
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Join Date: Apr 2009
Location: USA
Posts: 478
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You need to run drop_system.sql. If you have bots, be sure to save them first using the script/batchfile. Then source the peqdb_1129RevXXX.sql. After that is done, then you need to source any updates in ./updates/RevXXX.sql between the rev you were and the rev you will now be. Also, source the sql for the bots at this point if needed.

The reason for needing to do both is the first part (drop_system.sql and peqdb_1129RevXXX.sql) drops and recreates the system portions of the DB. It is much easier for the PEQ team to do this than to create incremental updates for that portion of the DB. The second part (./updates/RevXXX.sql) updates the player portions of the DB. They do incremental updates for this portion since every server's players are different, making it impractical to do a drop and create.

Let me know if you have any further questions.
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  #3  
Old 06-01-2009, 11:03 AM
laxative
Hill Giant
 
Join Date: Aug 2008
Location: NorthEast
Posts: 115
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Hi, Thanks for my response,

That was exactly as I understood it. So by that logic, when I did my first complete rebuild of the build just before 590 I should have got a database that had a clean new installation of the RevXXXX.sql which by what you are telling me contain all the incremental updates that went 'before' them.

I just applied rev610.sql and compiled the latest instance executables. I'll go see how my Drakk is eating.

Thanks.
Laxa.

*good to see I was doing something right!*
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  #4  
Old 06-01-2009, 11:29 AM
Andrew80k
Dragon
 
Join Date: Feb 2007
Posts: 659
Default

I've also noticed this issue as well. My HE Ranger is eating a stack of food in 20 minutes, give or take. Doesn't seem to be related to the Drakkin. Anyone else noticing this?
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  #5  
Old 06-01-2009, 03:06 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
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I've seen it, too.

I'll summon a stack of miraculous meals and enduring drinks while I mess with NPCs and world-building stuff, and I'm shocked at how quickly I run through them. My character on Live could last a week on the food my EQEmu character is blasting through in an hour or two.

I figure something mustn't be working right still with food and drink consumption, but haven't had time to get around to looking into it.

- Shendare
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  #6  
Old 06-01-2009, 07:04 PM
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trevius
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Hmm, I thought food comsumption was working fine last time I tried it! I will have to check it again and see what happens. I imagine you are all doing this already, but if not, make sure that you copy the patch_sof.conf file from the /utils directory into your server folder. It is almost completely filled out now, but it is good practice to move it over anytime you do an update.

Maybe something got reverted somehow, or maybe I somehow never put the actual fix in for it. I run most of this stuff on my test server for a while before putting it on the SVN, so maybe it was just something I forgot to add to the SVN and thought that I had already. IIRC, it was just a simple structure/encode change that I had to do to get it working properly. It may even have been related to the stamina packets, as I think those are responsible for telling the client how hungry it is. I know stamina/endurance still isn't working as it should, so that might be part of the problem.
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  #7  
Old 06-01-2009, 10:55 PM
Shendare
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I copied utils\*.conf to my server folder and added it to my Update Server batch file.

Things were looking good for a while. At 6:39 I ate and drank a hearty meal and enduring drink and couldn't eat or drink any more.

By 7:37, nothing more had been eaten or drunk. I thought everything was good again, but wanted to wait until I was sure before posting anything.

Well, after the 1 hour mark at 7:39, food and drink started dropping at a rate of 1 per minute.

Sorry... looks like the problem's still around.

- Shendare
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  #8  
Old 06-02-2009, 06:05 AM
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trevius
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Yeah, I found the post where I thought I had fixed it here:

http://www.eqemulator.net/forums/sho...highlight=food

Appears to work fine at first and as long as you keep consuming manually on a regular basis. But, if you stop manually consuming and wait long enough, it will start eating at an accelerated rate. This is almost certainly being caused by some miscommunication in the stamina packets. Most likely, something is wrong with the decode for SoF on packets coming from the client to the server, so the server isn't thinking that auto food consumption is working and keeps getting hungrier/thirstier. This definitely needs to get looked at sometime soon and hopefully shouldn't be anything too tough to figure out.

This also could be related to the fact that EQLive now sends update packets for Stamina/Endurance similar to the HPUpdate and ManaChange packets that we send for Titanium. I think the packet structures are all the same, or at least very similar. On Live, they are all 10 byte packets each and all come in to the client at the same time from the server ever tick. Maybe we have to add that packet in for SoF to handle Endurance/Stamina properly.
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  #9  
Old 06-02-2009, 10:51 AM
laxative
Hill Giant
 
Join Date: Aug 2008
Location: NorthEast
Posts: 115
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Trev,

You mentioned copying over patch_sof.conf, I have a quick question on this.

Do this mean you are patching the SOF client somehow? I know I'm running the straight from retail SOF client and I thought that was a requirement of using the emulator?

Not trying to derail, just curious.

Laxa.
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  #10  
Old 06-02-2009, 11:04 AM
Andrew80k
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Join Date: Feb 2007
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Quote:
Originally Posted by laxative View Post
Trev,

You mentioned copying over patch_sof.conf, I have a quick question on this.

Do this mean you are patching the SOF client somehow? I know I'm running the straight from retail SOF client and I thought that was a requirement of using the emulator?

Not trying to derail, just curious.

Laxa.
patch_sof.conf is the opcodes for SoF servers and not a file used by the client.
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  #11  
Old 06-02-2009, 11:06 AM
Andrew80k
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Join Date: Feb 2007
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Trev,

I have a script that I use to build the server and part of that is copying over the conf file. This is done automatically for me and I checked and I seem to at least have the current version of it out there for my server. I'm currently running rev 610 I think.
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