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Yiv

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Everything posted by Yiv

  1. A really helpfully thread if you extend it with the most important security issues! Thanks for that! Regards
  2. As I have the same problem I tried what Timasu said but didn't help. Other suggestions? Regards Edit: The problem is maybe in this codeblock: void CDBManager::SetLocale(const char * szLocale) { const std::string stLocale(szLocale); sys_log(0, "SetLocale start" ); for (int n = 0; n < SQL_MAX_NUM; ++n) { m_mainSQL[n]->SetLocale(stLocale); m_directSQL[n]->SetLocale(stLocale); m_asyncSQL[n]->SetLocale(stLocale); } sys_log(0, "End setlocale %s", szLocale); } The syslog "SetLocale start" appears in my syslog file but the syslog "End setlocale x" doesn't appear. Same for you guys?
  3. #solved Changing compiling mode changed also platformtoolset back to v110 (VS12). Simply had to change to v90 (VS08). Regards
  4. I already wrote that it's working in release mode but I'd like to have distribute mode. Regards
  5. Dear community, I'm trying to compile my client in distribute mode but I'm receiving this error: error C1083: File (include) can not be opened: "initializer_list": No such file or directory P:ClientSourceexternincludeboostunorderedunordered_map.hpp 27 I don't get this in debug/release mode. Who can help me? Regards
  6. #solved Looked at wrong modules. Thanks to Ellie: player.GetItemIndex(window_type, slotIndex) - returns vnum Regards
  7. Hello, as I'm not very good coding in python I need your help I have a slot position, let's say 11. At position 11 in inventory is e.g. the item 11200. Now I want to get the vnum of the item lying at the position I have, so I know the 11 and want to get the 11200. How to do that? Regards
  8. Nice tutorial, but I receive some errors: config.cpp:570:3: error: 'unique_ptr' is not a member of 'std' std::unique_ptr<SQLMsg> pMsg(AccountDB::instance().DirectQuery(szQuery)); g++49: warning: '-mcpu=' is deprecated; use '-mtune=' or '-march=' instead My Makefile: PLATFORM = $(shell file /bin/ls | cut -d' ' -f3 | cut -d'-' -f1) GCC_VERSION = $(shell $(CC) --version 2>&1 | grep "(GCC)" | cut -d' ' -f3 | cut -d'.' -f1) BSD_VERSION = $(shell uname -v 2>&1 | cut -d' ' -f2 | cut -d'.' -f1) #P4_VERSION = $(shell svnversion -n .) P4_VERSION = 000 PUB_VERSION = dev CC = g++49 INCDIR = LIBDIR = BINDIR = .. OBJDIR = OBJDIR $(shell if [ ! -d $(OBJDIR) ]; then mkdir $(OBJDIR); fi) # Standard Setting LIBS = -pthread -lm -lmd # Removed -fno-rtti CFLAGS = -g -Wall -O2 -m32 -pipe -fexceptions -D_THREAD_SAFE -DNDEBUG # -D_USE_SERVER_KEY_ -Wl,-rpath,/usr/home/dev/share/libs -std=c++11 ifeq ($(GCC_VERSION), 4) CFLAGS += -mtune=i686 -fstack-protector-all else CFLAGS += -mcpu=i686 endif # boost INCDIR += -I../../../Extern/include/boost # DevIL INCDIR += -I../../libdevil LIBDIR += -L../../libdevil LIBS += -lIL -lpng -ltiff -lmng -llcms -ljpeg # MySQL #ifeq ($(BSD_VERSION), 7) INCDIR += -I../../libmysql/7.x-5.1.35 LIBDIR += -L../../libmysql/7.x-5.1.35 #else #INCDIR += -I../../libmysql/5.x-5.1.35 #LIBDIR += -L../../libmysql/5.x-5.1.35 #endif LIBS += -lmysqlclient -L/usr/local/lib/mysql -lz # Miscellaneous external libraries INCDIR += -I../../../Extern/include LIBDIR += -L../../../Extern/lib LIBS += -lcryptopp -lgtest # HackShield INCDIR += -I../../libhackshield/include LIBDIR += -L../../libhackshield/lib LIBS += -lanticpxsvr # XTrap INCDIR += -I../../libxtrap/include # openssl #INCDIR += -I/usr/include #LIBS += -lssl #LIBS += /usr/lib/libssl.a # Project Library INCDIR += -I../../liblua/include INCDIR += -I/usr/local/include INCDIR += -L/usr/local/lib/mysql INCDIR += -I../../libserverkey LIBDIR += -L../../libthecore/lib -L../../libpoly -L../../libsql -L../../libgame/lib -L../../liblua/lib -L../../libserverkey LIBDIR += -L/usr/local/lib LIBS += -lthecore -lpoly -llua -llualib -lsql -lgame -lserverkey USE_STACKTRACE = 0 ifeq ($(USE_STACKTRACE), 1) LIBS += /usr/local/lib/libexecinfo.a endif TARGET = $(BINDIR)/game_r$(P4_VERSION)_$(PUB_VERSION) CFILE = minilzo.c CPPFILE = BattleArena.cpp FSM.cpp MarkConvert.cpp MarkImage.cpp MarkManager.cpp OXEvent.cpp TrafficProfiler.cpp ani.cpp arena.cpp banword.cpp battle.cpp blend_item.cpp block_country.cpp buffer_manager.cpp building.cpp castle.cpp char.cpp char_affect.cpp char_battle.cpp char_change_empire.cpp char_horse.cpp char_item.cpp char_manager.cpp char_quickslot.cpp char_resist.cpp char_skill.cpp char_state.cpp PetSystem.cpp cmd.cpp cmd_emotion.cpp cmd_general.cpp cmd_gm.cpp cmd_oxevent.cpp config.cpp constants.cpp crc32.cpp cube.cpp db.cpp desc.cpp desc_client.cpp desc_manager.cpp desc_p2p.cpp dev_log.cpp dungeon.cpp empire_text_convert.cpp entity.cpp entity_view.cpp event.cpp event_queue.cpp exchange.cpp file_loader.cpp fishing.cpp gm.cpp guild.cpp guild_manager.cpp guild_war.cpp horse_rider.cpp horsename_manager.cpp input.cpp input_auth.cpp input_db.cpp input_login.cpp input_main.cpp input_p2p.cpp input_teen.cpp input_udp.cpp ip_ban.cpp item.cpp item_addon.cpp item_attribute.cpp item_manager.cpp item_manager_idrange.cpp locale.cpp locale_service.cpp log.cpp login_data.cpp lzo_manager.cpp marriage.cpp matrix_card.cpp messenger_manager.cpp mining.cpp mob_manager.cpp monarch.cpp motion.cpp over9refine.cpp p2p.cpp packet_info.cpp party.cpp passpod.cpp pcbang.cpp polymorph.cpp priv_manager.cpp pvp.cpp questevent.cpp questlua.cpp questlua_affect.cpp questlua_arena.cpp questlua_ba.cpp questlua_building.cpp questlua_danceevent.cpp questlua_dungeon.cpp questlua_forked.cpp questlua_game.cpp questlua_global.cpp questlua_guild.cpp questlua_horse.cpp questlua_pet.cpp questlua_item.cpp questlua_marriage.cpp questlua_mgmt.cpp questlua_monarch.cpp questlua_npc.cpp questlua_oxevent.cpp questlua_party.cpp questlua_pc.cpp questlua_quest.cpp questlua_target.cpp questmanager.cpp questnpc.cpp questpc.cpp refine.cpp regen.cpp safebox.cpp sectree.cpp sectree_manager.cpp sequence.cpp shop.cpp skill.cpp start_position.cpp target.cpp text_file_loader.cpp trigger.cpp utils.cpp vector.cpp war_map.cpp wedding.cpp xmas_event.cpp version.cpp panama.cpp threeway_war.cpp map_location.cpp auth_brazil.cpp BlueDragon.cpp BlueDragon_Binder.cpp DragonLair.cpp questlua_dragonlair.cpp HackShield.cpp HackShield_Impl.cpp char_hackshield.cpp skill_power.cpp affect.cpp SpeedServer.cpp questlua_speedserver.cpp XTrapManager.cpp auction_manager.cpp FileMonitor_FreeBSD.cpp ClientPackageCryptInfo.cpp cipher.cpp buff_on_attributes.cpp check_server.cpp dragon_soul_table.cpp DragonSoul.cpp group_text_parse_tree.cpp char_dragonsoul.cpp questlua_dragonsoul.cpp shop_manager.cpp shopEx.cpp item_manager_read_tables.cpp COBJS = $(CFILE:%.c=$(OBJDIR)/%.o) CPPOBJS = $(CPPFILE:%.cpp=$(OBJDIR)/%.o) MAINOBJ = $(OBJDIR)/main.o MAINCPP = main.cpp TESTOBJ = $(OBJDIR)/test.o TESTCPP = test.cpp TEST_TARGET = $(BINDIR)/test default: $(TARGET) $(TEST_TARGET) $(OBJDIR)/minilzo.o: minilzo.c @$(CC) $(CFLAGS) $(INCDIR) -c $< -o $@ @echo compile $< $(OBJDIR)/version.o: version.cpp #@$(CC) $(CFLAGS) -D__USER__="$(USER)" -D__HOSTNAME__="$(HOSTNAME)" -D__PWD__="$(PWD)" -D__P4_VERSION__="$(P4_VERSION)" -c $< -o $@ @$(CC) $(CFLAGS) -D__P4_VERSION__="$(SVN_VERSION)" -c $< -o $@ @echo compile $< $(OBJDIR)/%.o: %.cpp @echo compile $< @$(CC) $(CFLAGS) $(INCDIR) -c $< -o $@ limit_time: @echo update limit time @python update_limit_time.py $(TARGET): $(CPPOBJS) $(COBJS) $(MAINOBJ) @echo linking $(TARGET).... @$(CC) $(CFLAGS) $(LIBDIR) $(COBJS) $(CPPOBJS) $(MAINOBJ) $(LIBS) -o $(TARGET) $(TEST_TARGET): $(TESTCPP) $(CPPOBJS) $(COBJS) $(TESTOBJ) @echo linking $(TEST_TARGET) @$(CC) $(CFLAGS) $(LIBDIR) $(COBJS) $(CPPOBJS) $(TESTOBJ) $(LIBS) -o ../test clean: @rm -f $(COBJS) $(CPPOBJS) @rm -f $(BINDIR)/game_r* $(BINDIR)/conv tag: ctags *.cpp *.h *.c dep: makedepend -f Depend $(INCDIR) -I/usr/include/c++/3.3 -I/usr/include/c++/4.2 -p$(OBJDIR)/ $(CPPFILE) $(CFILE) $(MAINCPP) $(TESTCPP) 2> /dev/null > Depend sinclude Depend Somebody can help me? Regards
  9. Thank you. Would you please be so kind to upload the source, too? Because I want to add some things on my own, too. Regards
  10. Even if I already had an enhancement in my compiler like your translate thing I used your because I didn't have the define thing (don't want to use the pre_qc.py always). Could it be that the compiler has a problem with functions now? You can help? Regards
  11. Why you can't upload them? :/ Thanks anyway. Regards
  12. You could create a 32 bit jail. Just google for it there are some 'how to's. Regards
  13. Dear community, yesterday I worked at my server a bit and before I went to bed I wanted to check if everything's working fine, so I logged in and played a bit. Then I logged out, closed the server and shutdowned my pc. Today I wanted to go on working at it but now, if I try to login with my client the client closes at loading screen without any syserr (client & serverside). The strange thing is I changed nothing! Here's the console output of channel1 scince I opened my client and tried to login into my test character: Can you help me? Regards
  14. Someone has the decrypted client of UGMT2 or UGMT3? Regards
  15. Dear community, I wanted to give myself the option with expanding to an international server, so I want to script my quests multilingualable. For this, I wrote a function lang.get_text(string) which searches in a table for the entry and returns the text in the language the user has chosen. Everything's fine but if I try this: when npc_list.BIOLOGIST.chat.lang.get_text("test_quest_chat") begin The compiler arborts with this: Someone may help me? Regards
  16. Okay, I thought that this doesn't cause the problem. But what should I try? I already tried to update my graphic card driver, installed C++ redistributable &amp; did all the other things mentioned in the topics I found about this error. Regards
  17. Dear community, I have a big problem with my client. Since I reinstalled my pc I can't login because if I try to the client crashes after selecting character (in loading window) and closes with a small window full of question marks in which I could select yes and no. In my syserr is just one thing which could (!) cause the problem: invalid idx 0 May someone be so friendly and help me? Regards
  18. I already thought about doing this but as STARK said it's much work so I simply took other ways. I also recalculated a bit (just a few things). I think it would be awesome but I saw how much work this is so I wish you much luck! Regards
  19. I will give a try but I thought this would be very performance-heavy if I check every second for ~500 players the coordinates (one time get them and check them to 8 other coordinates and use a DISTAMCE_APPROX for this). But okay. I will give a try Regards
  20. Because if you check e.g. for 500 players every second the position this should be performance-heavy, doesn't it? Regards
  21. I search for an other way. The way with the timer is, of course, a way to the solution but it's a bad one and I search for a better solution which is not as that performance-heavy. Regards
  22. Dear community, for a quest I'm currently writing I need a new quest event which is thrown if the character is around a special position. The position can be fixed but the thing is that I don't know how to solve this without a even function (C++) which is checking the current position every second. I don't think that this is good for performance so is there any other possibillity? How is it done at portals, for example? Regards
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