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botfarm's Issues

Cannot add bots ingame?

Maybe I am misunderstanding how far this is into development. But this program does actually add bots to game?

I have set up the configuration correctly. It loads np.
says its set up 30 accounts. (No new accounts are made in AUTH DB though...)
Stats shows 30 bots active 0 connected 0 ingame.

Any help would be appreciated.

Server closing connection to BotFarm

I'm trying to run bot farm but haven't managed to get it to create any characters.

I've made an account with create account privileges and tested in game that that works. This bit of it seems to be going fine. However it's not getting as far as creating characters.

A typical log is below, it seems to log in fine, then it says there are no characters and the server closes the connection. This happens with RandomBots set to true or false.

After the first few shutdown connections I start getting errors saying "The seqence contains no matching element in System.Linq.Enumerable.Single[TSource](IEnumerable1 source, Func2 predicate)
in BotFarm.BotFactory.RemoveBot(BotGame bot)
in Client.World.Network.WorldSocket.HandlePacket(InPacket packet)"

My trinity game log is also logging "WorldSocket::HandleAuthSession: Authentication failed for account: 17 ('BOT1240406805') address: 192.168.1.64"

This is with the current build of Trinity Core (3.3.5)

Starting BotFactory
Waiting for BotFactory account to login
Setting up bot factory with 10 bots
BOT1240406805 - Connecting to realmlist...
BOT443835549 - Connecting to realmlist...
BOT1240406805 - Connecting to realmlist...
BOT904510679 - Connecting to realmlist...
BOT1175610644 - Connecting to realmlist...
BOT969339491 - Connecting to realmlist...
BOT904510679 - Connecting to realmlist...
BOT1175610644 - Connecting to realmlist...
BOT1240406805 - Connecting to realmlist...
BOT200893845 - Connecting to realmlist...
Finished setting up bot factory with 10 bots in 00:00:00.0215997
BOT1240406805 - Authentication succeeded!
BOT1240406805 - Requesting realm list
BOT443835549 - Authentication succeeded!
BOT443835549 - Requesting realm list
BOT904510679 - Authentication succeeded!
BOT904510679 - Requesting realm list
BOT1240406805 - Authentication succeeded!
BOT1240406805 - Requesting realm list
BOT1175610644 - Authentication succeeded!
BOT1175610644 - Requesting realm list
BOT969339491 - Authentication succeeded!
BOT969339491 - Requesting realm list
BOT904510679 - Authentication succeeded!
BOT904510679 - Requesting realm list
BOT1175610644 - Authentication succeeded!
BOT1175610644 - Requesting realm list
BOT1240406805 - Connecting to realm Trinity
BOT443835549 - Connecting to realm Trinity
BOT904510679 - Connecting to realm Trinity
BOT1240406805 - Connecting to realm Trinity
BOT1175610644 - Connecting to realm Trinity
BOT1240406805 - Authentication succeeded!
BOT1240406805 - Requesting realm list
BOT200893845 - Authentication succeeded!
BOT200893845 - Requesting realm list
BOT969339491 - Connecting to realm Trinity
BOT904510679 - Connecting to realm Trinity
BOT1175610644 - Connecting to realm Trinity
BOT1240406805 - Connecting to realm Trinity
BOT200893845 - Connecting to realm Trinity
BOT1175610644 - Server has closed the connection
BOT1240406805 - Server has closed the connection
BOT1240406805 - Server has closed the connection
BOT904510679 - Server has closed the connection
BOT1175610644 - Connecting to realmlist...
BOT904510679 - Connecting to realmlist...
BOT1240406805 - Connecting to realmlist...
BOT1240406805 - Connecting to realmlist...
BOT1175610644 - Authentication succeeded!
BOT1175610644 - Requesting realm list
BOT904510679 - Authentication succeeded!
BOT904510679 - Requesting realm list
BOT1240406805 - Authentication succeeded!
BOT1240406805 - Requesting realm list
BOT1240406805 - Authentication succeeded!
BOT1240406805 - Requesting realm list
BOT1175610644 - Connecting to realm Trinity
BOT904510679 - Connecting to realm Trinity
BOT1240406805 - Connecting to realm Trinity
BOT1240406805 - Connecting to realm Trinity
BOT443835549 - No characters found!
BOT443835549 - Removing current bot because there are no characters
BOT443835549 - Server has closed the connection
BOT904510679 - No characters found!
BOT904510679 - Removing current bot because there are no characters
BOT904510679 - Server has closed the connection
BOT969339491 - No characters found!
BOT969339491 - Removing current bot because there are no characters
BOT969339491 - Server has closed the connection
BOT1175610644 - No characters found!
BOT1175610644 - Removing current bot because there are no characters
BOT1175610644 - Server has closed the connection
BOT1240406805 - No characters found!
BOT1240406805 - Removing current bot because there are no characters
BOT1240406805 - Server has closed the connection
BOT200893845 - No characters found!
BOT200893845 - Removing current bot because there are no characters
BOT200893845 - Server has closed the connection
BOT1240406805 - Server has closed the connection
BOT1240406805 - Connecting to realmlist...
BOT1240406805 - Authentication succeeded!
BOT1240406805 - Requesting realm list
BOT1240406805 - Connecting to realm Trinity
BOT904510679 - No characters found!
BOT904510679 - Removing current bot because there are no characters
BOT904510679 - Sekvensen innehåller inga matchande element vid System.Linq.Enumerable.Single[TSource](IEnumerable1 source, Func2 predicate)
vid BotFarm.BotFactory.RemoveBot(BotGame bot)
vid Client.World.Network.WorldSocket.HandlePacket(InPacket packet)
BOT1175610644 - No characters found!
BOT1175610644 - Removing current bot because there are no characters
BOT1175610644 - Sekvensen innehåller inga matchande element vid System.Linq.Enumerable.Single[TSource](IEnumerable1 source, Func2 predicate)
vid BotFarm.BotFactory.RemoveBot(BotGame bot)
vid Client.World.Network.WorldSocket.HandlePacket(InPacket packet)
BOT1240406805 - No characters found!
BOT1240406805 - Removing current bot because there are no characters
BOT1240406805 - Sekvensen innehåller inga matchande element vid System.Linq.Enumerable.Single[TSource](IEnumerable1 source, Func2 predicate)
vid BotFarm.BotFactory.RemoveBot(BotGame bot)
vid Client.World.Network.WorldSocket.HandlePacket(InPacket packet)
BOT1240406805 - Server has closed the connection
BOT1240406805 - Connecting to realmlist...
BOT1240406805 - Authentication succeeded!
BOT1240406805 - Requesting realm list
BOT1240406805 - Connecting to realm Trinity
BOT1240406805 - No characters found!
BOT1240406805 - Removing current bot because there are no characters
BOT1240406805 - Sekvensen innehåller inga matchande element vid System.Linq.Enumerable.Single[TSource](IEnumerable1 source, Func2 predicate)
vid BotFarm.BotFactory.RemoveBot(BotGame bot)
vid Client.World.Network.WorldSocket.HandlePacket(InPacket packet)
BOT1240406805 - Server has closed the connection
BOT1240406805 - Connecting to realmlist...
BOT1240406805 - Authentication succeeded!
BOT1240406805 - Requesting realm list
BOT1240406805 - Connecting to realm Trinity
BOT1240406805 - No characters found!
BOT1240406805 - Removing current bot because there are no characters
BOT1240406805 - Sekvensen innehåller inga matchande element vid System.Linq.Enumerable.Single[TSource](IEnumerable1 source, Func2 predicate)
vid BotFarm.BotFactory.RemoveBot(BotGame bot)
vid Client.World.Network.WorldSocket.HandlePacket(InPacket packet)
BOT1240406805 - Server has closed the connection
BOT1240406805 - Connecting to realmlist...
BOT1240406805 - Authentication succeeded!
BOT1240406805 - Requesting realm list
BOT1240406805 - Connecting to realm Trinity
BOT1240406805 - No characters found!
BOT1240406805 - Removing current bot because there are no characters
BOT1240406805 - Sekvensen innehåller inga matchande element vid System.Linq.Enumerable.Single[TSource](IEnumerable1 source, Func2 predicate)
vid BotFarm.BotFactory.RemoveBot(BotGame bot)
vid Client.World.Network.WorldSocket.HandlePacket(InPacket packet)
BOT1240406805 - Server has closed the connection

Failed to connect (ToBigInteger)

Hi

maybe it is my fault, can you give me advice what I've done wrong?

error

The worldserver sends the following:
[SERVER]: sent SMSG_AUTH_CHALLENGE (0x1EC) of 24 bytes.

Allow bots to follow party leaders

Add a config option to specify if bots should follow party leaders. Take into account other actions like Resurrecting, maybe add a priority.

Extra Allocation in CharacterEnumeration.cs

You initialize the display item array in the selection character character structure with a length of 20 but WoW only sends 19 display items for the character at the selection screen. Works fine, since read Length - 1 items but it definitely caused me an issue since I sometimes use your bot as a reference. I had to peak into Trinitycore to see why it wasn't working when reading 20 items for my own libraries.

Unhandled Exception: System.IndexOutOfRangeException

Using your uploaded files @ https://ci.appveyor.com/project/jackpoz/botfarm/build/artifacts, BotFarm will not get past this point in the startup process. The same happens if I compile the source in VS2013 Update 5, following the guide by compiling the CLI source first and then use the cli.dll in the C# source before compiling BotFarm.sln - looks OK for the x64 compile, no errors and no warnings.

Only thing that changes is the path to the source files in the output in the BotFarm console window:

Waiting for BotFactory account to login
botfarm - Authentication succeeded!
botfarm - Requesting realm list

Unhandled Exception: System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Client.AutomatedGame.PresentRealmList(WorldServerList realmList) in c:\projects\botfarm\Client\AutomatedGame.cs:line 204
   at Client.Authentication.Network.AuthSocket.ReadCallback(IAsyncResult result) in c:\projects\botfarm\Client\Authentication\Network\AuthSocket.cs:line 365
   at System.Net.LazyAsyncResult.Complete(IntPtr userToken)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Net.ContextAwareResult.Complete(IntPtr userToken)
   at System.Net.LazyAsyncResult.ProtectedInvokeCallback(Object result, IntPtr userToken)
   at System.Net.Sockets.BaseOverlappedAsyncResult.CompletionPortCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* nativeOverlapped)
   at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)

Configuration file BotFarm.exe.config : http://pastebin.com/UuPCbihJ
(absolute path to map, vmap & mmap folders, correct account info etc.)

Below is the output from a Debug compile. Not sure if the extra info is more useful than the above.

Waiting for BotFactory account to login
botfarm - Authentication succeeded!
botfarm - Requesting realm list

Unhandled Exception: System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Client.Authentication.WorldServerList.get_Item(Int32 index) in c:\Build\BotFarm_x64\Client\Authentication\WorldServerList.cs:line 25
   at Client.AutomatedGame.PresentRealmList(WorldServerList realmList) in c:\Build\BotFarm_x64\Client\AutomatedGame.cs:line 204
   at Client.Authentication.Network.AuthSocket.HandleRealmList() in c:\Build\BotFarm_x64\Client\Authentication\Network\AuthSocket.cs:line 319
   at Client.Authentication.Network.AuthSocket.ReadCallback(IAsyncResult result) in c:\Build\BotFarm_x64\Client\Authentication\Network\AuthSocket.cs:line 365
   at System.Net.LazyAsyncResult.Complete(IntPtr userToken)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Net.ContextAwareResult.Complete(IntPtr userToken)
   at System.Net.LazyAsyncResult.ProtectedInvokeCallback(Object result, IntPtr userToken)
   at System.Net.Sockets.BaseOverlappedAsyncResult.CompletionPortCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* nativeOverlapped)
   at System.Threading._IOCompletionCallback.PerformIOCompletionCallback(UInt32 errorCode, UInt32 numBytes, NativeOverlapped* pOVERLAP)

Explorer AI

Implement "Explorer AI" which should explore the world but avoiding any aggro, trying to get the Explorer achievement. Choose an optimized path based on where to go, taking into account learnt and to learn taxi paths.

Useful infos provided by @Warpten: Achievement.dbc, look for the criterias, then down into Achievement_Criteria.dbc, look for criteria id. if main requirement (first value of the huge ass union) is 8, go to the criteria indicated in second field. if it's 40-ish, open AreaPOIPoint.dbc, look for that second field's value as key. you get the x and y for the criteria

Stats informations

Log more informations about bots with "stats" command, for example how many bots have no characters, how many are "stuck" authenticating, etc

Stats to implement:

  • Map
  • Position
  • Group leader name or "Not in group"/empty string
  • Last packet received
  • Last packet sent
  • Last update() call time

"stats" command should have an optional parameter as Bot character name to display the stats only related to that bot.

More info will be available with the GUI, no reason to log on console anything else

EmoteBot

Bot mirroring emotes made by other players with cooldown, as an example for triggers with cooldown.
HugBot: Chasing players asking for hugs.


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runtime "error" (not a crash)

aok2 - Object reference not set to an instance of an object. at Client.
World.Network.WorldSocket.BeginRead(AsyncCallback callback, Object state) in c:\SimpleWoW\Client\World\Network\WorldSocket.cs:line 192
at Client.World.Network.WorldSocket.Start() in c:\SimpleWoW\Client\World\Network\WorldSocket.cs:line 411
at Client.World.Network.WorldSocket.ReadPayloadCallback(IAsyncResult result)
in c:\SimpleWoW\Client\World\Network\WorldSocket.cs:line 357

i think it triggered when it tried to login with one account without chars

Thread.Sleep

why Thread.Sleep doesn't work for OutPacket packets ?

while (true)
{
    OutPacket Packet = new OutPacket(WorldCommand.CMSG_GROUP_ACCEPT);
    Packet.Write(0);
    Game.SendPacket(Packet);

    Thread.Sleep(1000);
 }

this should send packet every second but it didn't

no *.config

By either downloading the Archived Zip from Appveyor or Building with Visual Studio 2015, no *.config is found or generated

Implement cancellable ScheduledActions

Implement a way to execute some code when ScheduledActions are cancelled, for example by CancelActionsByFlag() . This will allow to send MSG_MOVE_STOP when stopping to follow a target.

The solution must be backward compatible with current ScheduledActions API, maybe adding an optional parameter to ScheduleAction() method and/or creating a whole class in case the Cancel() action depends on the status of the ScheduledActions.

Repeating ScheduledActions should also be able to cancel themselves.

Maps

  • fix MapCLI storing GridMaps for 1 map only.
  • add locks in MapCLI::LoadTile()
  • add more points to paths with high Z diff between points
  • Get Z from cli.dll at every movement heartbeat

Bot authentication with delay - server with anti-flood rejects connections

Hi there!

There are some cores like Sunwell Core and Trinity probably too which have anti-flood system when one ip address tries to send multiple logon challenges at the same time. I think that there should be a system which will delay sending packets from each bot by some time. I don't know C# well, tried to sleep the threads, by they're async-tasked somehow and I can't achieve the goal.

As bots are multithreaded, packets are going out at the same time and they arrive nearly at the same time too. If you have any suggestion how to fix that, It would be perfect and useful! :)

Black Screen

After configuring and launching - clear black window.
WIN 7x64.
This for ready binaries and for binaries compiled by me.
Maybe add any logging.

bots kicked

Schedule some action like an emote to avoid bots kicked for being afk

Cancellable scheduled tasks

Scheduled tasks should be cancellable with a custom action called in that case. This will allow to send MSG_MOVE_STOP automatically when a movement task is cancelled.

Unit test - PoC

Create a unit test for TrinityCore/TrinityCore#14817 issue:

  • create a warlock
  • level to 80
  • learn Corruption rank 1 to 10
  • cast Corruption on a training dummy, save damage done by each tick
  • learn Improved Corruption rank 5
  • cast Corruption on a training dummy, verify that damage done improved by the amount specified by Improved Corruption

This could be generilized for all "spell/talent improving spell" pairs

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How to?

Can you explain how compile this?

I am use VS 13 and got erros on compile like

The name 'DetourCLI' does not exist in the current context
The name 'VMapCLI' does not exist in the current context
The name 'MapCLI' does not exist in the current context

Could not resolve this reference. Could not locate the assembly "cli". Check to make sure the assembly exists on disk

Invalid expression term '.' AutomatedGame.cs 138 37 Client

GetLevel - How does that work?

Hey, I was trying to implement, that they set their level to 80 with GM command, but I cant seem to get the value out of UNIT_FIELD_LEVEL.

I tried to check if UNIT_FIELD_LEVEL is < 80 and then DoSayChat(".level 79");

Any idea why it does not work?
How can I do it?

Opcode handler refactor

Refactor opcode handler code to support actions based on previous received/sent opcodes, for example to simplify ebc11e3 "Auto resurrect" handling.

This is needed before the spaghetti code becomes too tangled

GUI

  • Change BotFarm to be a library and create a console application.
  • Create a WPF GUI with additional commands and stats about the bots, like account, char name, position, behavior, party members, all read-only. The refresh should be manual or set as configurable option.

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BotGame.Follow() ingame movement issues

BotGame.Follow() has some ingame movement issues:

  • if the player changes direction, the bot still makes the "running towards" animation instead of changing the orientation
  • the bot ends up on the same position as the target, it should only get to melee range

local server only?

Was testing this on a remote 7.1.0 (Legion) server, seems like it doesnt connect, I dont have a 3.3.5a server to test with.

Port set to 1119, set username to bnet email address, password, copied maps, vmaps, dbc to same directory though I dont see why they are needed if this is just intended to connect and randomly create

Bots dont move?

The bot join the game but stand in the same position. i made party with him but still dont move.. its normal?

Reconnect

wait some seconds before trying to reconnect

Localization

Store messages like ac1f0b9#diff-52abf9982cb7ef6a1d8314195898e2c1R144 in a resource file

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0 bots connected / in-game

Not sure if I'm doing something wrong although I'm using a 3.3.5 version of TrinityCore, I'm, able to start up BotFarm etc but i can make the 15 bots active but they don't connect or go in-game?

Packethandler for SMSG_MESSAGECHAT PlayerNameLookup GUID issue

I was trying to make a simple chat client just for fun using botfarm, most messages work. But often if GM's or some players chat sender GUID is read from the packet, but when trying to resolve the name using Game.World.PlayerNameLookup.TryGetValue(guid, out senderName);
senderName stays null. Any idea why this is? Players in a nearby position and some other players not nearby do resolve and it works, so this is really strange. I assume it's a bug since while I was debugging the application I found out that even in the MiniWoW assistant client some things aren't handled the way it should and it may be because GUID is missing as well?

AccessViolationException

If the BotsFactory is going to initialize it will throw a AccessViolationException. I've built the CLI branch of your TC Fork in Debug and in Release for 64 bit architecture. Both do not work.

I use VS2013 Ultimate.

Any idea? Do you need more information?

My BotFarm.exe crashes :(

My Botfarm.exe crashes when i start it up. Here is link: What it says when it crashes then it doesn't respond
sadsa That is what it says when it crashes :(

User Documentation

Document what the bots can do and how to set up different bot behaviors. The homepage README feels like the best place for this kind of documentation for the time being.

Concurrent AI Actions

  • AIs should have pieces activated/deactivated depending on other AI decisions, maybe with a stack of states with a pop based on flags (es explore > combat > autorez > explore, popping autorez and combat at once), or the popped AI should pop itself if there's nothing to do (chain popping).
  • Pushing an AI on the stack enables/disables scheduled actions by flag currently executing and to be scheduled.
  • Each AI could choose to allow/disallow to be pushed/popped.
  • Scheduled tasks should be cancellable and pausable&resumeable.
    • Maybe passing the scheduled action as parameter to cancel action
    • Scheduled tasks might be handled like AIs with their own state
  • The base AI in the stack is empty/idle or with a passive react state.
  • Each unit test could be a particular AI. The AI could have an Update() method or use only scheduled actions with greater intervals.
  • ScheduleAction() should return an int as action id to be used to cancel the action.
  • Most of BotGame methods should also be moved down to AutomatedGame.
  • The documentation should be updated about this too.
  • Maybe instead of a simple stack of AIs it could be better a priority based LinkedList that allows to insert AIs in the middle, for example a bot exploring areas (ExplorerAI) which is fighting an enemy (CombatAI) and that gets invited to a party (FollowPartyLeaderAI) should finish the fight then follow the leader till it is in a party, then go on exploring/fighting as soon as it leaves party and follow again the leader if it gets invited again.


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Crash

>   cli.dll!std::_String_val<std::_Simple_types<char> >::_Myptr() Line 512  C++
    cli.dll!std::_String_alloc<std::_String_base_types<char,std::allocator<char> > >::_Myptr() Line 567 C++
    cli.dll!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::compare(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Right) Line 2118    C++
    cli.dll!std::operator==<char,std::char_traits<char>,std::allocator<char> >(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Left, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Right) Line 2455   C++
    cli.dll!std::equal_to<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >::operator()(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Left, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Right) Line 226  C++
    cli.dll!std::_Uhash_compare<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::hash<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::equal_to<std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >::operator()(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Keyval1, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & _Keyval2) Line 119 C++
    cli.dll!std::_Hash<std::_Umap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VMAP::ManagedModel,std::_Uhash_compare<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::hash<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::equal_to<std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> >,0> >::_Insert<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> & __ptr64,std::_List_unchecked_iterator<std::_List_val<std::_List_simple_types<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> > > > >(std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> & _Val, std::_List_unchecked_iterator<std::_List_val<std::_List_simple_types<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> > > > _Pnode) Line 724   C++
    cli.dll!std::_Hash<std::_Umap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VMAP::ManagedModel,std::_Uhash_compare<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::hash<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::equal_to<std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> >,0> >::_Reinsert() Line 897 C++
    cli.dll!std::_Hash<std::_Umap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VMAP::ManagedModel,std::_Uhash_compare<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::hash<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::equal_to<std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> >,0> >::_Check_size() Line 887   C++
    cli.dll!std::_Hash<std::_Umap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VMAP::ManagedModel,std::_Uhash_compare<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::hash<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::equal_to<std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> >,0> >::_Insert<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> & __ptr64,std::_List_unchecked_iterator<std::_List_val<std::_List_simple_types<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> > > > >(std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> & _Val, std::_List_unchecked_iterator<std::_List_val<std::_List_simple_types<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> > > > _Pnode) Line 755   C++
    cli.dll!std::_Hash<std::_Umap_traits<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VMAP::ManagedModel,std::_Uhash_compare<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::hash<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::equal_to<std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> >,0> >::emplace<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VMAP::ManagedModel> >(std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VMAP::ManagedModel> && <_Val_0>) Line 256    C++
    cli.dll!std::unordered_map<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VMAP::ManagedModel,std::hash<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::equal_to<std::basic_string<char,std::char_traits<char>,std::allocator<char> > >,std::allocator<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> > const ,VMAP::ManagedModel> > >::insert<std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VMAP::ManagedModel>,void>(std::pair<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,VMAP::ManagedModel> && _Val) Line 254 C++
    cli.dll!VMAP::VMapManager2::acquireModelInstance(const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & basepath, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & filename) Line 295 C++
    cli.dll!VMAP::StaticMapTree::LoadMapTile(unsigned int tileX, unsigned int tileY, VMAP::VMapManager2 * vm) Line 378  C++
    cli.dll!VMAP::VMapManager2::_loadMap(unsigned int mapId, const std::basic_string<char,std::char_traits<char>,std::allocator<char> > & basePath, unsigned int tileX, unsigned int tileY) Line 134    C++
    cli.dll!VMAP::VMapManager2::loadMap(const char * basePath, unsigned int mapId, int x, int y) Line 90    C++
    [Managed to Native Transition]  
    cli.dll!VMapCLI.VMap.LoadTile(int tileX, int tileY, int mapID) Line 17  C++
    cli.dll!MapCLI.Map.GetTile(int tileX, int tileY, int mapID) Line 32 C++
    cli.dll!MapCLI.Map.GetXYZFromAreaId(uint areaId, int mapID, float* x, float* y, float* z) Line 81   C++
    cli.dll!DBCStoresCLI.DBCStores.GetAchievementExploreLocations(float x, float y, float z, int mapID) Line 109    C++
    BotFarm.exe!BotFarm.BotGame.Start.AnonymousMethod__1() Line 171 C#
    Client.dll!Client.AutomatedGame.Update() Line 210   C#
    Client.dll!Client.AutomatedGame.Start.AnonymousMethod__92_0() Line 183  C#

Exception thrown: read access violation.
this was 0xFFFFFFFFFFFFFFDF.

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