Jump to content
  • 0

Incorrect world region


Sabrent

Question

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
Link to comment
Share on other sites

4 answers to this question

Recommended Posts

  • 0

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;
	}

 

Link to comment
Share on other sites

  • 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
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Posts

    • Good afternoon everyone, we’ll get a couple of strong players in the CP, more details can be found here https://mw2.community/topic/211276-awr-team/  
    • so i bought this crap of the server few years back and i just found it laying around on my pc and i thought i should share it, if i remember correctly this crap has a lot of bugs that people abuse 🙂   https://drive.google.com/file/d/13QWg8pi4BPbGbTmlygZ078LjL6Fb0J2a/view?usp=sharing source   https://drive.google.com/file/d/13QWg8pi4BPbGbTmlygZ078LjL6Fb0J2a/view?usp=sharing system    
    • Error: Unable to access jarfile libs\Geodata_Converter_v01.jar
    • Since last massive leak as explained as 07/09 (notably all development branches), I don't accept anymore financial newcomers that easily. People will have to contribute 100 cookies worth of contributions (bug reports/fixes) as a first step to be accepted as Donator. Free user can join after sharing over 200 cookies out of contributions, compared to 100 cookies before. You can say thanks to RusAcis, and notably his worthless leader, UnleashedForce. The size of users will continue to shrink if more leaks occur, until true helpers only will be left. New prices are as following : Joining price: 200€ + 100 cookies, or 200 cookies This fee has to be paid if you are joining aCis project. Next month, and all other months, you will have to donate only basic monthly donation. Monthly price: 10€ / 10 cookies This fee has to be paid every month. I won't accept any new join fee before the 100 cookies contribution. Your money will be instantly sent back. Also, in the same shape of idea, actual supporters/donators have to be active to stay in sources. It doesn't have to be a particular amount, you just have to share from time to time *anything*. I don't accept anymore silent ppl. Only useful people will be kept.
    • @Kenrix Hello. my friend bought from you the panel and he told me that he haven't recieved yet his product whats going on?.
  • Topics

×
×
  • Create New...