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Incorrect world region


Sabrent

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Hello friends.

 

I have a doubt with this Exception: Null, in my knowledge, which is not much, I am looking for the object that has not been initialized, i has it took several days looking how to solve it.

 

Quote

World: Incorrect world region X: 229 Y: 71 Z: 33 for coordinates x: 175890.18344142888 y: -116237.71868332032 z: 17408.181400724894
java.lang.NullPointerException: null
    at l2jlove.gameserver.model.L2Object.setXYZ(L2Object.java:780)
    at l2jlove.gameserver.model.actor.L2Character.updatePosition(L2Character.java:2927)
    at java.util.Collection.removeIf(Unknown Source)
    at .gameserver.taskmanager.MovementController.run(MovementController.java:74)
    at l2jlove.gameserver.commons.util.concurrent.RunnableWrapper.run(RunnableWrapper.java:40)
    at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
    at java.util.concurrent.FutureTask.runAndReset(Unknown Source)
    at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$301(Unknown Source)
    at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(Unknown Source)
    at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
    at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
    at java.lang.Thread.run(Unkno wn Source)

 

L2Object.java:780

	@Override
	public void setXYZ(double x, double y, double z)
	{
		_x = x;
		_y = y;
		_z = z;
		
		if (_isSpawned)
		{
			final WorldRegion oldRegion = getWorldRegion();
			final WorldRegion newRegion = World.getInstance().getRegion(this);
			if (newRegion != oldRegion)
			{
				if (oldRegion != null)
				{
					oldRegion.removeVisibleObject(this);
				}
				newRegion.addVisibleObject(this);
				World.getInstance().switchRegion(this, newRegion);
				setWorldRegion(newRegion);
			}
		}
	}

 

 

Edited by Sabrent
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L2Character (2729)

	public boolean updatePosition()
	{
		// Get movement data
		MoveData m = _move;
		
		if (m == null)
		{
			return true;
		}
		
		if (!isSpawned())
		{
			_move = null;
			return true;
		}
		
		// Check if this is the first update
		if (m._moveTimestamp == 0)
		{
			m._moveTimestamp = m._moveStartTime;
			m._xAccurate = getX();
			m._yAccurate = getY();
		}
		
		int gameTicks = GameTimeManager.getInstance().getGameTicks();
		
		// Check if the position has already been calculated
		if (m._moveTimestamp == gameTicks)
		{
			return false;
		}
		
		double xPrev = getX();
		double yPrev = getY();
		double zPrev = getZ(); // the z coordinate may be modified by coordinate synchronizations
		
		double dx, dy, dz;
		if (GeoDataConfig.COORD_SYNCHRONIZE == 1)
		// the only method that can modify x,y while moving (otherwise _move would/should be set null)
		{
			dx = m._xDestination - xPrev;
			dy = m._yDestination - yPrev;
		}
		else
		// otherwise we need saved temporary values to avoid rounding errors
		{
			dx = m._xDestination - m._xAccurate;
			dy = m._yDestination - m._yAccurate;
		}
		
		final boolean isFloating = isFlying() || isInsideZone(ZoneId.WATER);
		
		// Z coordinate will follow geodata or client values
		if ((GeoDataConfig.COORD_SYNCHRONIZE == 2) && !isFloating && !m.disregardingGeodata && ((GameTimeManager.getInstance().getGameTicks() % 10) == 0 // once a second to reduce possible cpu load
		) && GeoData.getInstance().hasGeo(xPrev, yPrev))
		{
			double geoHeight = GeoData.getInstance().getSpawnHeight(xPrev, yPrev, zPrev);
			dz = m._zDestination - geoHeight;
			// quite a big difference, compare to validatePosition packet
			if (isPlayer() && (Math.abs(getActingPlayer().getClientZ() - geoHeight) > 200) && (Math.abs(getActingPlayer().getClientZ() - geoHeight) < 1500))
			{
				dz = m._zDestination - zPrev; // allow diff
			}
			else if (isInCombat() && (Math.abs(dz) > 200) && (((dx * dx) + (dy * dy)) < 40000)) // allow mob to climb up to pcinstance
			{
				dz = m._zDestination - zPrev; // climbing
			}
			else
			{
				zPrev = geoHeight;
			}
		}
		else
		{
			dz = m._zDestination - zPrev;
		}
		
		double delta = (dx * dx) + (dy * dy);
		if ((delta < 10000) && ((dz * dz) > 2500) // close enough, allows error between client and server geodata if it cannot be avoided
			&& !isFloating)
		{
			delta = Math.sqrt(delta);
		}
		else
		{
			delta = Math.sqrt(delta + (dz * dz));
		}
		
		double distFraction = Double.MAX_VALUE;
		if (delta > 1)
		{
			final double distPassed = (getMoveSpeed() * (gameTicks - m._moveTimestamp)) / GameTimeManager.TICKS_PER_SECOND;
			distFraction = distPassed / delta;
		}
		
		// if (Config.DEVELOPER) LOGGER.warn("Move Ticks:" + (gameTicks - m._moveTimestamp) + ", distPassed:" + distPassed + ", distFraction:" + distFraction);
		
		if (distFraction > 1)
		{
			// Set the position of the L2Character to the destination
			final double x = m._xDestination;
			final double y = m._yDestination;
			final double z = m._zDestination;
			
			super.setXYZ(x, y, z);
			
			if (isDebug())
			{
				final ExShowTrace trace = new ExShowTrace();
				trace.addLocation(x, y, z);
				sendDebugPacket(trace, DebugType.MOVEMENT);
			}
		}
		else
		{
			m._xAccurate += dx * distFraction;
			m._yAccurate += dy * distFraction;
			
			final double x = m._xAccurate;
			final double y = m._yAccurate;
			final double z = zPrev + ((dz * distFraction) + 0.5);
			
			// Set the position of the L2Character to estimated after partial move
			super.setXYZ(x, y, z); // HERE  LINE 2729
			
			if (isDebug())
			{
				final ExShowTrace trace = new ExShowTrace();
				trace.addLocation(x, y, z);
				sendDebugPacket(trace, DebugType.MOVEMENT);
			}
		}
		revalidateZone(false);
		
		// Set the timer of last position update to now
		m._moveTimestamp = gameTicks;
		
		if (distFraction > 1)
		{
			if (isDebug())
			{
				Position.drawPosition(this);
			}
			
			ThreadPool.execute(() -> getAI().notifyEvent(CtrlEvent.EVT_ARRIVED));
			return true;
		}
		
		return false;
	}

 

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  • 0

It's an Object who tries to move, therefore you haven't many choices :

  • It's a Walker NPC
  • It's an attackable with random walk pattern (normally, only regular monsters got it).
  • It's a player

Regarding the location, you actually got it : 175890 y: -116237 z: 17408. So you could simply teleport here and see what happens.

 

You can first see about players registered into this location, then the spawnlist (characters.sql for players, spawnlist.sql for monsters). Finally, if that didn't help you, you can check your Walker(s) NPCs routes.

 

Finally, you should add limits for setXYZ to avoid that sort of crappy stuff in the future.

 

WorldObject#spawnMe() :

 

_position.set(MathUtil.limit(x, World.WORLD_X_MIN + 100, World.WORLD_X_MAX - 100), MathUtil.limit(y, World.WORLD_Y_MIN + 100, World.WORLD_Y_MAX - 100), z);

Finally finally, the region system is maybe broken, if that location is supposed to be on retail ground.

Edited by Tryskell
  • Thanks 1
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