JinxTheLux
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Posts posted by JinxTheLux
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The problem only happens in gcc. The core crashes at a certain time when cutting stone. Thanks to everyone who helped. //Output GDB #0 0x080a76eb in std::__invoke_impl<void, void (CHARACTER::* const&)(unsigned int), CHARACTER* const&, unsigned int const&> ( __f=<synthetic pointer>: <optimized out>, __t=<error reading variable>, __f=<synthetic pointer>: <optimized out>, __t=<error reading variable>) at /usr/local/lib/gcc10/include/c++/bits/invoke.h:70 70 __invoke_impl(__invoke_memfun_deref, _MemFun&& __f, _Tp&& __t, [Current thread is 1 (LWP 100113)] (gdb) bt full #0 0x080a76eb in std::__invoke_impl<void, void (CHARACTER::* const&)(unsigned int), CHARACTER* const&, unsigned int const&> ( __f=<synthetic pointer>: <optimized out>, __t=<error reading variable>, __f=<synthetic pointer>: <optimized out>, __t=<error reading variable>) at /usr/local/lib/gcc10/include/c++/bits/invoke.h:70 No locals. #1 std::__invoke<void (CHARACTER::* const&)(unsigned int), CHARACTER* const&, unsigned int const&> (__fn=<synthetic pointer>: <optimized out>) at /usr/local/lib/gcc10/include/c++/bits/invoke.h:95 No locals. #2 std::_Mem_fn_base<void (CHARACTER::*)(unsigned int), true>::operator()<CHARACTER* const&, unsigned int const&> (this=<synthetic pointer>) at /usr/local/lib/gcc10/include/c++/functional:122 No locals. #3 std::binder2nd<std::_Mem_fn<void (CHARACTER::*)(unsigned int)> >::operator() (__x=<error reading variable>, this=<synthetic pointer>) at /usr/local/lib/gcc10/include/c++/backward/binders.h:158 No locals. #4 std::for_each<std::tr1::__detail::_Hashtable_iterator<CHARACTER*, true, false>, std::binder2nd<std::_Mem_fn<void (CHARACTER::*)(unsigned int)> > > (__last=..., __last=..., __f=..., __first=...) at /usr/local/lib/gcc10/include/c++/bits/stl_algo.h:3844 No locals. #5 CHARACTER_MANAGER::Update (this=0xbfbfc97c, iPulse=20608) at char_manager.cpp:649 No locals. #6 0x08144393 in idle () at main.cpp:532 now = {tv_sec = 1663029283, tv_usec = 267220} passed_pulses = <optimized out> t = 824307 pta = {tv_sec = 1663029283, tv_usec = 27560} process_time_count = 6 now = {tv_sec = <optimized out>, tv_usec = <optimized out>} passed_pulses = <optimized out> t = <optimized out> #7 idle () at main.cpp:507 now = {tv_sec = <optimized out>, tv_usec = <optimized out>} passed_pulses = -1 t = <optimized out> pta = {tv_sec = 1663029283, tv_usec = 27560} process_time_count = 6 #8 0x08057d95 in main (argc=1, argv=0xbfbfec90) at main.cpp:264 sectree_manager = {<singleton<SECTREE_MANAGER>> = {_vptr.singleton = 0x83c6bf8 <vtable for SECTREE_MANAGER+8>, static ms_singleton = 0xbfbfbbac}, static current_sectree_version = 768, m_map_pkSectree = {_M_t = { _M_impl = {<std::allocator<std::_Rb_tree_node<std::pair<unsigned int const, SECTREE_MAP*> > >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<std::pair<unsigned int const, SECTREE_MAP*> > >> = {<No data fields>}, <No data fields>}, <std::_Rb_tree_key_compare<std::less<unsigned int> >> = { _M_key_compare = {<std::binary_function<unsigned int, unsigned int, bool>> = {<No data fields>}, <No data fields>}}, <std::_Rb_tree_header> = { _M_header = {_M_color = std::_S_red, _M_parent = 0x2aaf8ec0, _M_left = 0x2aaf8ec0, _M_right = 0x2aaf8ec0}, _M_node_count = 1}, <No data fields>}}}, m_map_pkArea = {_M_t = { _M_impl = {<std::allocator<std::_Rb_tree_node<std::pair<int const, std::map<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> >, TAreaInfo, std::less<std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > >, std::allocator<std::pair<std::__cxx11::basic_string<char, std--Type <RET> for more, q to quit, c to continue without paging-- //char_manager.cpp void CHARACTER_MANAGER::Update(int32_t iPulse) { BeginPendingDestroy(); { if (!m_map_pkPCChr.empty()) { auto callback = !(iPulse % PASSES_PER_SEC(5)); std::for_each(m_map_pkPCChr.begin(), m_map_pkPCChr.end(), [&callback, &iPulse](const NAME_MAP::value_type& v) { auto ch = v.second; if (ch) { if (callback) { ch->ResetChatCounter(); ch->CFSM::Update(); } ch->UpdateCharacter(iPulse); } }); } } { //Code causing crash if (!m_set_pkChrState.empty()) { #ifdef __GNUC__ std::for_each(m_set_pkChrState.begin(), m_set_pkChrState.end(), std::bind2nd(std::mem_fn(&CHARACTER::UpdateStateMachine), iPulse)); #else std::for_each(m_set_pkChrState.begin(), m_set_pkChrState.end(), [iPulse](LPCHARACTER ch) { ch->UpdateStateMachine(iPulse); }); #endif } } { auto snapshot = CHARACTER_MANAGER::Instance().GetCharactersByRaceNum(xmas::MOB_SANTA_VNUM); if (!snapshot.empty()) { #ifdef __GNUC__ std::for_each(snapshot.begin(), snapshot.end(), std::bind2nd(std::mem_fn(&CHARACTER::UpdateStateMachine), iPulse)); #else std::for_each(snapshot.begin(), snapshot.end(), [iPulse](LPCHARACTER ch) { ch->UpdateStateMachine(iPulse); }); #endif } } if (0 == (iPulse % PASSES_PER_SEC(3600))) { for (const auto& it : m_map_dwMobKillCount) DBManager::instance().SendMoneyLog(MONEY_LOG_MONSTER_KILL, it.first, it.second); m_map_dwMobKillCount.clear(); } if (test_server && 0 == (iPulse % PASSES_PER_SEC(60))) #ifdef __GNUC__ sys_log(0, "CHARACTER COUNT vid %zu pid %zu", m_map_pkChrByVID.size(), m_map_pkChrByPID.size()); #else sys_log(0, "CHARACTER COUNT vid %Iu pid %Iu", m_map_pkChrByVID.size(), m_map_pkChrByPID.size()); #endif FlushPendingDestroy(); } //stdafx.h #ifdef __GNUC__ #include <tr1/unordered_map> #include <tr1/unordered_set> #define TR1_NS std::tr1 #else #define TR1_NS std #define isdigit iswdigit #define isspace iswspace #endif
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10 minutes ago, Denizeri24 said:
hata ne?
it downloaded some files but I couldn't find ddraw.lib, it may be incomplete, it gives an error as a result
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15 minutes ago, Denizeri24 said:
I'm getting an installation error that's why I asked. Can you upload the libraries here or tell me the reason for the error
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54 minutes ago, Denizeri24 said:
directx sdk indir
mss 9.3b gerekli 64 bit için, içinde derlenmiş bulunuyor.
speedtree v7 gerekli, aynı şekilde sdk içinde mevcut 64 bit library.
directx version 9.0 x64
I couldn't find it, can you link it?
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SpeedTree
Directx
MileSound
How can I get the 64bit version of these files?
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SHOP_HOST_ITEM_MAX_NUM
When I do 80, I get a packet error. When I do 70, it gets fixed. Do I have a limit? this is the first time i am encountering such a problem, i have even done 120 before, i did not have any problems i checked all the packets i did not encounter any problem i have been dealing with this interesting problem for days and i am writing here as a last resort as i am not able to produce a solution i am waiting for your help. Thanks.
client error;
0901 22:48:58168 ::Phase Game does not handle this header(header:38, last:115, 38)
The error happens when I click npc a few times.
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27 minutes ago, FlasH said:
( //cmd.cpp //Search struct command_info cmd_info[] = //Add Before ACMD(do_online); //Search { "\n", NULL, 0, POS_DEAD, GM_IMPLEMENTOR } //Add Before { "online", do_online, 0, POS_DEAD, GM_LOW_WIZARD }, ) ( //cmd_gm.cpp //Search ACMD(do_who) //Add After ACMD(do_online) { /// Phase 1 - Count Local Core const DESC_MANAGER::DESC_SET& c_set_desc = DESC_MANAGER::instance().GetClientSet(); DESC_MANAGER::DESC_SET::const_iterator it = c_set_desc.begin(); DWORD dwLoginCount = 0; while (it != c_set_desc.end()) { LPDESC d = *(it++); if (d->GetCharacter()) ++dwLoginCount; // count login count in core } /// Phase 2 - Count Peer PID Connections dwLoginCount = dwLoginCount + (int)P2P_MANAGER::instance().GetPIDCount(); ch->ChatPacket(CHAT_TYPE_INFO, "Total Online: [%d] ", dwLoginCount); } )
compiler fails
You must give the GetPIDCount function- 2
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9 minutes ago, msnas said:
I understand, but it shows the total number of players over +1, for example if there is 1 player it shows 2 players, if there are 2 players it shows 3, do you know why? I did everything as in the narration
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26 minutes ago, msnas said:
The system isn't requesting anything new, the GetUserCount() already exists and only returns the size from m_map_kLogonAccount, so I think it will be fine even if you have 30.000 players online.
Yes, I guess you are right, reload commands have always been a problem in active game, so I wanted to get your opinion. It shows +1 total players I can't understand about the system, do you know why?
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Don't you think it's okay when the number of players is high?
Core Crash - CHARACTER_MANAGER::Update
in Community Support - Questions & Answers
Posted
Thank you. I asked a private question, I would appreciate it if you reply.