Re: Devel Compile SegFault
Oof. That's a big stack trace.
I have a rough idea of what's happening, and it's related to a fix I put in for column sorting issues. I've tested it under Qt5 and it seems to work fine, but apparently not under Qt4. So thanks for being the guinea pig ;-)
I can reproduce it here on my Qt4 vm, so hopefully I'll have a fix for you in an hour or two.
Re: Devel Compile SegFault
Ok, with further testing, it looks like the original issue that I was trying to fix only affects Qt5 and newer, and the crash due to the fix only affects Qt4.
So for now, the simple work around is to only use the fix when the user is running Qt5+. I've just made a commit to do that. So hopefully that solves it for you.
Eventually I want to rework all the windowing backend (including sorting) so this kicks the can down the road a bit, but it will keep things moving for now.
Thanks for running/testing my dev branch. It's very much appreciated.
Re: Devel Compile SegFault
That worked. Thank you! I am toying with installing Qt5 on Centos7 but looks like I can put that off for a bit longer :)
I am seeing some guilds appear as a number in the spawnlist. All my old tricks for forcing an update to guilds.dat seem to be obsolete. Heck, I cannot even find the world opcode for the guild list anymore. Seems like the guild list may have additional data in it as the numbering includes way more digits than it used to. Any places you'd recommend looking to see if I can fix it? I am generally pretty good with structs and op codes so willing to give it a go.
Re: Devel Compile SegFault
The guild packet stuff changed at some point, and I reworked it to make it work again. They're no longer sending the global list. Instead (unless they changed it again since I last looked at it), when you zone in, they send a list of guilds with members in the zone, and then if someone else zones in from a guild not in that list, they send a packet with that player's guild.
Newby usually doesn't include these opcodes in his updates, but looking at the binary, I think the current values should be
OP_GuildsInZoneList 5f77
OP_NewGuildInZone 5fbb
Though I haven't verified via packet logs that these are correct.
Edit: Also, regarding the numbering - the guild update packets include a constant that only seemed to be different if you're on a different server. So I assumed it was some sort of server ID or something. You wouldn't think it would be necessary except to support something like cross-server guild chat. So I assume there's some legacy reason for it - maybe because of something to do with the guild management backend. (back in the day, did server names used to have to be unique across all servers?)