Jump to content
  • 0

Geodata Issue On Doors


Question

Posted

Hello , so i am having a strange issue with all doors and i can't find the issue.

 

For example on Castle doors players can blink no geodata check but if

I kill the doors and start/end siege then doors have geodata normally.

 

So this is the Load:

    private void loadDoor()
    {
        Connection con = null;
        try
        {
            con = L2DatabaseFactory.getInstance().getConnection();
            PreparedStatement statement = con.prepareStatement("Select * from castle_door where castleId = ?");
            statement.setInt(1, getCastleId());
            ResultSet rs = statement.executeQuery();
            
            while (rs.next())
            {
                // Create list of the door default for use when respawning dead doors
                _doorDefault.add(rs.getString("name") + ";" + rs.getInt("id") + ";"
                        + rs.getInt("x") + ";" + rs.getInt("y") + ";" + rs.getInt("z") + ";"
                        + rs.getInt("range_xmin") + ";" + rs.getInt("range_ymin") + ";"
                        + rs.getInt("range_zmin") + ";" + rs.getInt("range_xmax") + ";"
                        + rs.getInt("range_ymax") + ";" + rs.getInt("range_zmax") + ";"
                        + rs.getInt("hp") + ";" + rs.getInt("pDef") + ";" + rs.getInt("mDef"));
                
                L2DoorInstance door = DoorTable.parseList(_doorDefault.get(_doorDefault.size() - 1), false);
                _doors.add(door);
                DoorTable.getInstance().putDoor(door);
            }
            ResourceUtil.closeResultSet(rs);
            ResourceUtil.closeStatement(statement);
        }
        catch (Exception e)
        {
            _log.log(Level.WARNING, "Exception: loadCastleDoor()", e);
        }
        finally
        {
                        ResourceUtil.closeConnection(con);
        }
    }

This is what it is called when i end a siege:

            getCastle().spawnDoor(); // Respawn door to castle

And Finally this is the spawnDoor:
 

    public void spawnDoor(boolean isDoorWeak)
    {
        for (int i = 0; i < getDoors().size(); i++)
        {
            L2DoorInstance door = getDoors().get(i);
            if (door.getCurrentHp() <= 0)
            {
                door.decayMe(); // Kill current if not killed already
                door = DoorTable.parseList(_doorDefault.get(i), false);
                DoorTable.getInstance().putDoor(door); // Readd the new door to the DoorTable By Erb
                if (isDoorWeak)
                    door.setCurrentHp(door.getMaxHp() / 2);
                door.spawnMe(door.getX(), door.getY(), door.getZ());
                getDoors().set(i, door);
            }
            else if (door.getOpen())
                door.closeMe();
        }
        loadDoorUpgrade(); // Check for any upgrade the doors may have
    }

 

10 answers to this question

Recommended Posts

  • 0
Posted

Door geodata is generated on the fly from L2DoorInstance on old packs. About how that stuff is used on your pack, it's another story and not my problem :D.

since its not your problem and you dont want to help, dont spam for no reason.

  • 0
Posted (edited)

since its not your problem and you dont want to help, dont spam for no reason.

 

The topic owner asked my opinion, and your answer can be considered a biggest spam than mine, as it doesn't even touch to the subject.

 

About subject, I got no clue about how your pack parseList doors, and I got no will to help you debug GeoEngine / L2DoorInstance while that work has been done on my own pack.

 

But as AbsolutePower seems more helpful, I guess you will have numerous good advices and a fix from him.

Edited by Tryskell
  • 0
Posted

The topic owner asked my opinion, and your answer can be considered a biggest spam than mine, as it doesn't even touch to the subject.

 

About subject, I got no clue about how your pack parseList doors, and I got no will to help you debug GeoEngine / L2DoorInstance while that work has been done on my own pack.

 

But as AbsolutePower seems more helpful, I guess you will have numerous good advices and a fix from him.

the topic owner asked your ideas-help, not your opinion., speaking generally for something with out knowloge considered spam.

 

also : @Tryskell : and i got no will to help you.

 

so stop it :)

  • 0
Posted

Then you spam, staph.

 

He just replied to his call for help by a long no, that's it.

  • 0
Posted (edited)

I know its not your problem dude...

 

but i cant understand why on respawn geodata works and on Load first server run geodata doesn't :)

You don't provide full code, and still you want to get clear answer, how pathetic is that ?

 

.prophet mode=on;

My guess is that somewhere in restart config, there is a option that initialize some part of geo for doors, that is missing in main loader !

Look better for code, waste more time - its your job, since you didn't payed !

Edited by LightFusion
  • 0
Posted (edited)

The problem should be here so SpawnDoor works and parse data doesnt

 

any ideas how to improve parsedata on load?

    public void parseData()
    {
        LineNumberReader lnr = null;
        try
        {
            File doorData = new File(Config.DATAPACK_ROOT, "data/door.csv");
            lnr = new LineNumberReader(new BufferedReader(new FileReader(doorData)));
            
            String line = null;
            
            while ((line = lnr.readLine()) != null)
            {
                if (line.trim().length() == 0 || line.startsWith("#"))
                    continue;
                
                L2DoorInstance door = parseList(line, false);
                _staticItems.put(door.getDoorId(), door);
                door.spawnMe(door.getX(), door.getY(), door.getZ());
                ClanHall clanhall = ClanHallManager.getInstance().getNearbyClanHall(door.getX(), door.getY(), 500);
                if (clanhall != null)
                {
                    clanhall.getDoors().add(door);
                    door.setClanHall(clanhall);
                    if (_log.isLoggable(Level.FINE))
                    {
                        _log.fine(StringUtil.concat("door ", door.getDoorName(), " attached to ch ", clanhall.getName()));
                    }
                }
            }
Edited by GameBlonD

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Posts

    • You should buy it then I’ll make a discount  
    • Hi everyone,   In 2014, I completely stepped away from developing L2 servers and doing L2J-related work. Since then, I’ve only opened this server about once a year and helped a few servers and individuals for free. I haven’t taken on any paid L2J work since then.   LINEAGE2.GOLD is a project that has reached about Season 6. The first season launched at the end of 2020 and was a fully rebuilt Gold-style server on the Classic client (protocol 110). It featured many custom systems and enhancements. After several seasons, I decided to abandon the Mobius-based project and move to Lucera, as my goal was to get as close as possible to Interlude PTS behavior while still staying on the L2J platform.   The current project was once again completely rebuilt, this time on the Essence client (protocol 306), and is based on Lucera. Because of that, acquiring a license from Deazer is required.   My Lucera extender includes, but is not limited to: Formulas.java Basic anti-bot detection, which proved quite effective, we caught most Adrenaline users using relatively simple server-side logic, logged them, and took staff action. Simple admin account lookup commands based on IP, HWID, and similar identifiers. In-game Captcha via https://lineage2.gold/code, protected by Cloudflare, including admin commands for blacklisting based on aggression levels and whitelisting. Additional admin tools such as Auto-Play status checks, Enchanted Hero Weapon live sync, force add/remove clans from castle sieges, item listeners for live item monitoring, and more. A fully rewritten Auto-Play system with support for ExAutoPlaySetting, while still using the Auto-Play UI wheel, featuring: Debuff Efficiency Party Leader Assist Respectful Hunting Healer AI Target Mode Range Mode Summoner buff support Dwarf mechanics Reworked EffectDispelEffects to restore buffs after Cancellation. Raid Bomb item support. Reworked CronZoneSwitcher. Prime Time Raid Respawn Service. Community Board features such as Top rankings and RB/Epic status. Custom systems for Noblesse, Subclasses, support-class rewards, and much more.   Depending on the deal, the project can include: The lineage2.gold domain The website built on the Laravel PHP framework The server’s Discord Client Interface source Server files and extender source The server database (excluding private data such as emails and passwords)   I’m primarily looking for a serious team to continue the project, as it would be a shame to see this work abandoned. This is not cheap. You can DM me with offers. If you’re wondering why I’m doing this: I’ve felt a clear lack of appreciation from the L2 community, and I’m not interested in doing charity work for people who don’t deserve it. I’m simply not someone who tolerates BS. Server Info: https://lineage2.gold/info Server for test: https://lineage2.gold/download Over 110 videos YouTube playlist: https://www.youtube.com/watch?v=HO7BZaxUv2U&list=PLD9WZ0Nj-zstZaYeWxAxTKbX7ia2M_DUu&index=113
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock