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  #1  
Old 02-07-2015, 01:36 PM
Nibiuno
Hill Giant
 
Join Date: Mar 2010
Posts: 101
Default 2/05 code - bots crash zone on death

Updated my test server to the 02/05 RoF2 code. Fixed the SQL issues and view table issue, but now the bots crash the zone on death.
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  #2  
Old 02-07-2015, 01:56 PM
Kingly_Krab
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Location: United States
Posts: 1,595
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Bots have always had issues, would you mind posting the crash logs if you have any?
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  #3  
Old 02-07-2015, 10:50 PM
Nibiuno
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Join Date: Mar 2010
Posts: 101
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edit: fixing logging and will post

The bot dies, it's removed from the group, and the zone crashes.

When the bot is respawned after you log back in, it spawns at 20%, so it is logging that it died.
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  #4  
Old 02-07-2015, 11:46 PM
Nibiuno
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Join Date: Mar 2010
Posts: 101
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[02-06-2015 :: 21:54:58] [Crash] f:\dd\vctools\crt_bld\SELF_X86\crt\src\INTEL\strle n.asm (69): strlen
[02-06-2015 :: 21:54:58] [Crash] g:\eq2\source\zone\mob.cpp (2856): Mob::GetCleanName
[02-06-2015 :: 21:54:58] [Crash] g:\eq2\source\zone\bot.cpp (591: Bot:eath
[02-06-2015 :: 21:54:58] [Crash] g:\eq2\source\zone\attack.cpp (358: Mob::CommonDamage
[02-06-2015 :: 21:54:58] [Crash] g:\eq2\source\zone\bot.cpp (6004): Bot:amage
[02-06-2015 :: 21:54:58] [Crash] g:\eq2\source\zone\spell_effects.cpp (281): Mob::SpellEffect
[02-06-2015 :: 21:54:58] [Crash] g:\eq2\source\zone\bot.cpp (9075): Bot::SpellEffect
[02-06-2015 :: 21:54:58] [Crash] g:\eq2\source\zone\spells.cpp (3734): Mob::SpellOnTarget
[02-06-2015 :: 21:54:58] [Crash] g:\eq2\source\zone\effects.cpp (911): EntityList::AESpell
[02-06-2015 :: 21:54:58] [Crash] g:\eq2\source\zone\beacon.cpp (99): Beacon::Process
[02-06-2015 :: 21:54:58] [Crash] g:\eq2\source\zone\entity.cpp (526): EntityList::BeaconProcess
[02-06-2015 :: 21:54:58] [Crash] g:\eq2\source\zone\net.cpp (427): main
[02-06-2015 :: 21:54:58] [Crash] f:\dd\vctools\crt_bld\self_x86\crt\src\crt0.c (241): __tmainCRTStartup
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  #5  
Old 02-08-2015, 01:20 AM
Nibiuno
Hill Giant
 
Join Date: Mar 2010
Posts: 101
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Well, it's something in this section of bot.cpp causing it to crash. I removed it and it's not crashing anymore.

Code:
Group *g = GetGroup();
	if(g) {
		for(int i=0; i<MAX_GROUP_MEMBERS; i++) {
			if(g->members[i]) {
				if(g->members[i] == this) {
					// If the leader dies, make the next bot the leader
					// and reset all bots followid
					if(g->IsLeader(g->members[i])) {
						if(g->members[i+1]) {
							g->SetLeader(g->members[i+1]);
							g->members[i+1]->SetFollowID(g->members[i]->GetFollowID());
							for(int j=0; j<MAX_GROUP_MEMBERS; j++) {
								if(g->members[j] && (g->members[j] != g->members[i+1])) {
									g->members[j]->SetFollowID(g->members[i+1]->GetID());
								}
							}
						}
					}

					// delete from group data
					RemoveBotFromGroup(this, g);

					// if group members exist below this one, move
					// them all up one slot in the group list
					int j = i+1;
					for(; j<MAX_GROUP_MEMBERS; j++) {
						if(g->members[j]) {
							g->members[j-1] = g->members[j];
							strcpy(g->membername[j-1], g->members[j]->GetCleanName());
							g->membername[j][0] = '\0';
							memset(g->membername[j], 0, 64);
							g->members[j] = nullptr;
						}
					}

					// update the client group
					EQApplicationPacket* outapp = new EQApplicationPacket(OP_GroupUpdate, sizeof(GroupJoin_Struct));
					GroupJoin_Struct* gu = (GroupJoin_Struct*)outapp->pBuffer;
					gu->action = groupActLeave;
					strcpy(gu->membername, GetCleanName());
					if(g) {
						for(int k=0; k<MAX_GROUP_MEMBERS; k++) {
							if(g->members[k] && g->members[k]->IsClient())
								g->members[k]->CastToClient()->QueuePacket(outapp);
						}
					}
					safe_delete(outapp);

					// now that's done, lets see if all we have left is the client
					// and we can clean up the clients raid group and group
					/*if(GetBotRaidID()) {
						BotRaids* br = entity_list.GetBotRaidByMob(this);
						if(br) {
							if(this == br->botmaintank) {
								br->botmaintank = nullptr;
							}
							if(this == br->botsecondtank) {
								br->botsecondtank = nullptr;
							}
						}
						if(g->GroupCount() == 0) {
							uint32 gid = g->GetID();
							if(br) {
								br->RemoveEmptyBotGroup();
							}
							entity_list.RemoveGroup(gid);
						}
						if(br && (br->RaidBotGroupsCount() == 1)) {
							br->RemoveClientGroup(br->GetRaidBotLeader());
						}
						if(br && (br->RaidBotGroupsCount() == 0)) {
							br->DisbandBotRaid();
						}
					}*/
				}
			}
		}
	}

Last edited by Uleat; 02-08-2015 at 11:09 PM.. Reason: Changed quote to code
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  #6  
Old 02-08-2015, 11:39 PM
Nibiuno
Hill Giant
 
Join Date: Mar 2010
Posts: 101
Default

They also crash the zone when disbanded, but not when you use #bot camp.

So, not that I can fix it after trying for two days, but it's something to do with the group code when you disband. Bots are crashing the zone when they are disbanded if it would disband the group - if it is just you and the bot in the group.

The zone does not crash if you disband a bot and have a merc or someone else in the group.
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  #7  
Old 02-09-2015, 08:56 PM
rencro
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Join Date: Sep 2008
Location: So. California
Posts: 219
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Heres a hack to get around the crashing at dismiss of bot, also this will now dismiss single bots if you are grouped with more than one via the "disband" button, which hasnt been working for a while, although this is a bit hacky and a more permanent fix is still needed. (also introduces a new bug based on group leadership)

in client_packet.cpp in function:
void Client::Handle_OP_GroupDisband(const EQApplicationPacket *app)

at about line 6463 where the #ifdef Bots, replace the #ifdef bots with this section

Code:
#ifdef BOTS
	// this block is necessary to allow more control over controlling how bots are zoned or camped.
	if (Bot::GroupHasBot(group)) {
		if (group->IsLeader(this)) {
				Mob* tempMember = GetTarget();
				if (tempMember->IsBot()) {
					Bot::ProcessBotGroupDisband(this, std::string(tempMember->GetCleanName()));
					return;
				}
		}
	}
#endif
As for the crashing on bot death in a 2 person group, it is crashing on this line:

strcpy(g->membername[j-1], g->members[j]->GetCleanName());

Im still working through breakpoints and narrowing down a temp fix at least.
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  #8  
Old 02-09-2015, 11:01 PM
Nibiuno
Hill Giant
 
Join Date: Mar 2010
Posts: 101
Default

That fixed it!

Thank you so much, I suck at c++ and spent like 15 hours getting nowhere trying everything I could. My servers been crashing off and on all day due to this, going to patch it tomorrow morning.

edit: I see what you mean about a group leadership bug. It can cause people to have bots get stuck in the group. Looks like deleting the info out of group_id and group_leaders resolves it, so going to see if I can add a delete query for those tables as part of it.
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  #9  
Old 02-11-2015, 12:25 AM
Nibiuno
Hill Giant
 
Join Date: Mar 2010
Posts: 101
Default

A side effect is this sometimes causes a bot that was disbanded to rejoin after zoning, even if two other bots are out, and the bot restriction is set to 2 bots.
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  #10  
Old 02-14-2015, 12:51 AM
rencro
Hill Giant
 
Join Date: Sep 2008
Location: So. California
Posts: 219
Default

Well, been trying to isolate exactly why memory in g->membername is being corrupted, causing groupcount to assume you have a six person group, but its slow going, have stepped through the code many times now but cant pin it down.

For now, you could put a check in place to clean up the corrupted memory and allow the rest of the function to proceed as normal, but again, we need to find out why the memory is being written with garbage during this process.

bot.cpp
bool Bot::Death(Mob *killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill) {
about line 5909 if you have no custom code, such as the bot melee fix, ect.
Code:
// delete from group data
RemoveBotFromGroup(this, g);

// if group members exist below this one, move
// them all up one slot in the group list
int j = i+1;
for(; j<MAX_GROUP_MEMBERS; j++) {
    if(g->members[j]) {
Replace with
Code:
// delete from group data
RemoveBotFromGroup(this, g);

// if group members exist below this one, move
// them all up one slot in the group list
if(g->GroupCount() == 6) {
    for(int x=0; x<MAX_GROUP_MEMBERS; x++) {
        g->membername[x][0] = '\0';
        memset(g->membername[x], 0, 64);
        g->members[x] = nullptr;
    }
}
int j = i+1;
for(; j<MAX_GROUP_MEMBERS; j++) {
    if(g->members[j]) {
I tested with me(client) and 5 bots and killed each bot off one at a time with #damage 2000 and memory looks good as each bot is taken out of the group, but on the last bot, the memory at g->membername gets overwritten with garbage, leading to a crash in the strcpy phase. This little work around cleans up that memory.

I'll keep plugging away as time permits, but seems only you and me are seeing this issue which seems odd?
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  #11  
Old 02-15-2015, 03:47 PM
rencro
Hill Giant
 
Join Date: Sep 2008
Location: So. California
Posts: 219
Default

nevermind

/10char
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  #12  
Old 02-15-2015, 09:05 PM
Nibiuno
Hill Giant
 
Join Date: Mar 2010
Posts: 101
Default

I think were probably the only two people on the new code using bots - it seems most people with bots are still on older code, so Im guessing that's why.

Im going to try your code after I patch Imperium tomorrow and Ill let you know what feedback I get later this week.

Glad youre working on it, its beyond my ability to fix.
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  #13  
Old 02-16-2015, 03:27 AM
vsab's Avatar
vsab
Discordant
 
Join Date: Apr 2014
Location: United Kingdom
Posts: 276
Default

If you're fixing bots, submit pull requests on Github
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  #14  
Old 02-16-2015, 11:08 PM
Nibiuno
Hill Giant
 
Join Date: Mar 2010
Posts: 101
Default

Still crashing on some types of group disbands, trying to figure out what else.
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  #15  
Old 02-19-2015, 11:36 AM
Nibiuno
Hill Giant
 
Join Date: Mar 2010
Posts: 101
Default

Last bot crash issue is if you disband a bot from the group using the above fixes, then do a #bot camp on it after it's out of your group, the zone crashes.
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