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Showing content with the highest reputation since 05/16/19 in all areas

  1. 1 point
    Hello, I recently just updated to the latest version on master (8.1.5.30706, SHA: 138e822d859fd9ff9d79e1ce16823992ad43aec4) and noticed that my linux build was no longer compiling. The build was failing on a few variables in 'UpdateFields.h' due to the variables being named the same as their struct/class UpdateFields.h : 384 : UpdateFieldArray<QuestLog, 100, 35, 36> QuestLog; UpdateFields.h : 482 : UpdateFieldArray<DynamicUpdateField<Research, -1, -1>, 1, 20, 21> Research; UpdateFields.h : 495 : DynamicUpdateField<SpellPctModByLabel, 0, 17> SpellPctModByLabel; UpdateFields.h : 496 : DynamicUpdateField<SpellFlatModByLabel, 0, 18> SpellFlatModByLabel; UpdateFields.h : 577 : UpdateFieldArray<RestInfo, 2, 461, 462> RestInfo; UpdateFields.h : 586 : UpdateFieldArray<PVPInfo, 6, 551, 552> PvpInfo; It compiles fine in visual studio but fails with gcc. I am not familiar enough with gcc to know if there are any settings that would allow this. However, in the mean time, I was able to get it to compile by providing the namespace for the struct. It works but might not be the best solution or fit with the coding standards. Heres the updates below. UpdateFields.h : 384 : UpdateFieldArray<UF::QuestLog, 100, 35, 36> QuestLog; UpdateFields.h : 482 : UpdateFieldArray<DynamicUpdateField<UF::Research, -1, -1>, 1, 20, 21> Research; UpdateFields.h : 495 : DynamicUpdateField<UF::SpellPctModByLabel, 0, 17> SpellPctModByLabel; UpdateFields.h : 496 : DynamicUpdateField<UF::SpellFlatModByLabel, 0, 18> SpellFlatModByLabel; UpdateFields.h : 577 : UpdateFieldArray<UF::RestInfo, 2, 461, 462> RestInfo; UpdateFields.h : 586 : UpdateFieldArray<UF::PVPInfo, 6, 551, 552> PvpInfo; I was thinking about making a pull request for it but wanted to make sure it was correct first. Also, wasn't sure how the pull request process works in github. Let me know if there are any issues with this or if there is anything that needs to be changed. Thank you, Chaz H
  2. 1 point
    Since we are targeting C++17 compilers, GCC 6.3, clang 4 and Visual Studio 2017 under version 15.7 will become unsupported after summer We give this warning to allow people to ready their systems with enough time to update (it's very likely Debian 10 will be shipped on 2nd quarter 2019). (Visual Studio 2019 release date is on 2nd quarter 2019) https://clang.llvm.org/cxx_status.html https://gcc.gnu.org/projects/cxx-status.html#cxx17
  3. 1 point
    Quick answer, NO. Not so quick answer: A low latency game server by design is not stateless, more then less it manages every state in memory, database writes will happen scheduled and normaly only a smal set of data will be replicated in database, for example no movement data from players ecc. For this reason i think your setup would not work with trinity even if you would rewrite a lot of code. for load balancing i've seen some server using multiple nodes to host maps separated, but there where never 2 servers running the same map
  4. 0 points
    You can be waiting for a long time since 7.3.5 is after all unsupported version
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