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  1. #1
    jockel's Avatar Member
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    3.2.0 and looting problems

    Hi guys,

    I currently encounter a loot problem with the latest patch.

    Wow is once in a while crashing when my characters tries to loot a monster.

    It's always the same error message.


    First I tried using interact with the updated vmt (41), which seemed to crash Wow every 5-15 minutes.

    Now I switched to the CTM interact function (through mem writes), but wow stills crashes sometimes.


    This application has encountered a critical error:

    ERROR #132 (0x85100084) Fatal Exception
    Program: WoW.exe
    Exception: 0xC0000005 (ACCESS_VIOLATION) at 001B:0050EB67

    The instruction at "0x0050EB67" referenced memory at "0x00000178".
    The memory could not be "read".


    Any ideas on this?

    3.2.0 and looting problems
  2. #2
    Xel's Avatar ★ Elder ★
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    try adding this line to the config.wtf "SET componentCompress "0" " (without the red quotes)

  3. #3
    luciferc's Avatar Contributor
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    If your writing to a .txt section of wow Or an adress your not sure of but you edit it anyways that may be the reason.

    EX: If the thing works when you dont mouse over wow or click it then its probably a memory writing issue

  4. #4
    Oowafas's Avatar Member
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    Were you calling interact from WoW's main thread?

  5. #5
    Cypher's Avatar Kynox's Sister's Pimp
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    If using the VMT caused crashes then to me it seems like a threading issue. Are you injected and hooking EndScene?

  6. #6
    jockel's Avatar Member
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    Injected and hooking EndScene, also doing sanity checks before calling interact.

  7. #7
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by jockel View Post
    Injected and hooking EndScene, also doing sanity checks before calling interact.
    And Interact is being called in the context of WoWs main thread? (i.e. in the endscene hook thread)

  8. #8
    jockel's Avatar Member
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    Yep,
    every time endscene is called I'm calling my decide function (and no where else), to decide what we need to do (interact, target, dostring etc.).

    It's really strange because sometimes it crashes every 5 minutes, sometimes it takes 1 hour.


    Maybe the registers could help to find something out:

    ----------------------------------------
    x86 Registers
    ----------------------------------------

    EAX=00000000 EBX=12FF2A00 ECX=0123E1B0 EDX=0B446FC8 ESI=00000000
    EDI=00000000 EBP=0019FAB4 ESP=0019FAA8 EIP=0050EB67 FLG=00210246
    CS =001B DS =0023 ES =0023 SS =0023 FS =003B GS =0000
    Last edited by jockel; 08-06-2009 at 12:11 PM.

  9. #9
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by jockel View Post
    Yep,
    every time endscene is called I'm calling my decide function (and no where else), to decide what we need to do (interact, target, dostring etc.).

    It's really strange because sometimes it crashes every 5 minutes, sometimes it takes 1 hour.


    Maybe the registers could help to find something out:
    Post the full log please.

  10. #10
    jockel's Avatar Member
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    Here you go:
    pastebin - collaborative debugging tool

    And thanks for looking at it.

  11. #11
    Cypher's Avatar Kynox's Sister's Pimp
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    The crash is in LootSlot, I had the same problem. It's because you're trying to loot a mob too frequently, for some reason if you try to loot on every frame (or something to that effect, I can't remember precisely) the function somehow manages to dereference a null pointer because it simply assumes that it will always be non-null.

    Try disabling your looting code and seeing if that fixes it. Then if it does, reenable it and try to tone it down a bit.

    At any rate, it's caused by LootSlot, not Interact.

  12. #12
    amadmonk's Avatar Active Member
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    Originally Posted by Cypher View Post
    The crash is in LootSlot, I had the same problem. It's because you're trying to loot a mob too frequently, for some reason if you try to loot on every frame (or something to that effect, I can't remember precisely) the function somehow manages to dereference a null pointer because it simply assumes that it will always be non-null.

    Try disabling your looting code and seeing if that fixes it. Then if it does, reenable it and try to tone it down a bit.

    At any rate, it's caused by LootSlot, not Interact.
    I second that. In my bot, I have various functions rate-limited so that they can't happen more frequently than XXX milliseconds. Not only would that apparently prevent this crash, but it makes the bot look much more realistic ("player-like"). By rate-limiting things like the decision to stop casting and move closer, or the decision to loot, you can prevent your bot from doing "stutters" that are *VERY* obviously bot behavior (to anyone watching). You should never need to loot more frequently than one time per second, for instance.

    It's really a no-loss solution, and the implementation is trivial (just record the timestamp when you last did something, and make sure "now" is at least XXX ms since the last time).
    Don't believe everything you think.

  13. #13
    Cypher's Avatar Kynox's Sister's Pimp
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    GetTickCount ftw.

  14. #14
    Nesox's Avatar ★ Elder ★
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    Interesting, ive had the same problem with my looting logic crasing wow for some time now, just throttling it seems to fix it

  15. #15
    jockel's Avatar Member
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    Thanks for pointing this out, the frequency of my loot logic is already throttled by around 500ms.


    Is it possible that this lua script I use to loot the slots (calling it only once) is causing the crash, because the LootSlot(index) is executed a few times in a row without delay?

    slotCount = GetNumLootItems();
    for i=1, slotCount, 1 do
    LootSlot(i);
    ConfirmLootSlot(i);
    end

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