Open ryllae opened 4 years ago
i'll review this again. last time i tested it, was working very well, but no telling what's changed in the mean time.
I salvaged about a dozen wrecks, got nothing. The rats were created with .spawn
, but they dropped loot correctly, so I figured their wrecks should salvage correctly too.
oh.
that may be the reason.
server code does loot according to wreck ship type only. owner, corp, and faction data is already figured into the loot tables, so rats spawned and using .spawn
yield same effects.
however, salvage is done according to wreck type, rat faction/corp/owner, and system sov.
when using the .spawn
command, the rat's owner, corp, and faction are barely hacked just to avoid server complaining, but salvage wont process correctly.
i was planning on testing rat spawns tonite, so i'll look into that also to verify belt spawn rats will give salvage.
as long as spawned rat wrecks drop salvage, im fine with it.
player wrecks use same generation code for salvage.
I'll go sit in a belt tomorrow and see if I can get some rats to appear. I keep crashing the server and popping back to base, so I haven't seen any that I didn't make myself.
I'll also see if I can check whether server spawned rats are in the right location RE: https://github.com/zhyrohaad/AlasiyaEvE/issues/74 though I wouldn't mind having .spawn
fixed a bit so I can have more bullet sponges for testing.
from my recent testing, the spawn system for belt rats is considered complete.....till i break it again.
however, there isnt much that affects it, so #74 shouldnt be an issue in belts, unless the warp bug rises again.
i'll look at .spawn
when i get time to go thru it and the salvage checks.
it may/may not be soon.
adding data required for salvage processor was easy to implement. main updated
The loot flows, but if you have multiple salvagers on a single target, you get segfaults. Might be because when one succeeds the rest crash? See https://github.com/zhyrohaad/AlasiyaEvE/issues/114
This also applies to strip miners. The bug is that active modules can't handle the removal of their target.
I changed how active modules processed target destruction early this morn (21feb) so this will need further review and testing. I'll post when I have an update.
this seems to be fixed, and has been pushed to main
Multiple salvagers on one target still segfault after the wreck is removed.
touch
Tested on dev eb777b
: The most consistent way I can reproduce this (which isn't 100%): is to equip 8 salvagers on a noctis, and activate them all at once (so they all complete nearly at once).
As noted in #123, there is a major proc error with modules.
This wasn't noticed until I dug deeper based on your bug report and method to reproc.
Currently no ETA
fixed and updated
Took my noctis out to test #123, but I crashed the server when my salvager completed. Not sure if it was another salvager or the tractor beams that wigged out.
Duplicated again with stripminers. get a hulk, target 3 strip miners are the same 'roid. will crash, presumed issue with null target.
this works beautifully on dev. tested on multiple occasions. will run tests on main and report.
I should get broken things to recycle.