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Compilation issues with rev665 (linux)

Help with the Linux x86/x64 versions of the VGOEmulator Server

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Blackstorm
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Re: Compilation issues with rev665 (linux)
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Post by Blackstorm » Wed Sep 24, 2014 3:09 pm

Ok resume from this post :

1- Edit these files and remove the ampersand
../common/../world/ChunkServer.h -> line 90
and
../common/../world/ChunkServer.cpp -> line 2293

2 - Edit the Makefile
and add the line -> Combat.o \
(i added it just after the line : Npc.o (i don't know really if the order is correct... but it works here ^^)

3 - Edit the Combat.cpp and remove the ampersand at lines 85 and 134

Now it should be work fine ^^
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Blackstorm
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Re: Compilation issues with rev665 (linux)
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Post by Blackstorm » Wed Sep 24, 2014 3:23 pm

New issue : The Npc don't "hail" anymore.

Usually we have a little sentence like : "Welcome to New Telon! Enjoy your stay" ^^

No error reported with level="5" but no trace are activated...
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Lokked
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Re: Compilation issues with rev665 (linux)
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Post by Lokked » Wed Sep 24, 2014 3:36 pm

I believe the NPCs only hail on New Telon because someone created the script that causes that to happen. This script isn't a part of the public SVN, for whatever reason.
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Volt
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Re: Compilation issues with rev665 (linux)
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Post by Volt » Thu Sep 25, 2014 4:12 am

Thanks for your input Blackstorm. Just want to let you know I am reading it. We will have to address the issues probably one or a few at a time.

Lokked, can you look at this and say if it the functionality will be ok if these ampersands are removed? These are for the iterators and it is not obvious for me that removing the ampersands will work as expected. Please commit updated Combat.cpp.
[quote="Blackstorm"]
3 - Edit the Combat.cpp and remove the ampersand at lines 85 and 134
[/quote]
"Gaze in amazement adventurer"
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Volt
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Re: Compilation issues with rev665 (linux)
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Post by Volt » Thu Sep 25, 2014 8:55 am

[quote="Blackstorm"]When i log on, the client don't show my first created char (created with rev635), and when i want to add a new char. the binary crash (just after i valid the char. apparence).[/quote]

I found the issue and the root cause. What we have here is pretty bad since the world server will always crash after a new character is created. I also cannot easily revert to an earlier revision because then we'd get camping issues instead.

I will need a few days to do a redesign. Meanwhile, here is a band aid, it is not beautiful but it should be ok:

In WorldDatabase.cpp, replace line 361 with

Code: Select all

try { //band aid.
	character->SetLocation(FVector(result.GetFloatStr("current_x"), result.GetFloatStr("current_y"), result.GetFloatStr("current_z"))); } 
catch (const bad_weak_ptr&) {
	// "eat" the exception 
}	
"Gaze in amazement adventurer"
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John Adams
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Re: Compilation issues with rev665 (linux)
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Post by John Adams » Thu Sep 25, 2014 10:17 am

I did not realize the database was this far out of sync with the code. I thought I had updated vgo_world.sql after the last change, but apparently not.

On SVN (both dev and public) now as of commit 670, the linux fixes mentioned here and a whole new vgo_world.sql with all the current tables and data from New Telon. There should be nothing else missing.

My linux world compiles and runs. Also, the vgemu-world.xml looks like high levels of Debug are turned on. Maybe you did this to troubleshoot, but you should not need > 0 for normal debug operations. Database errors will appear regardless of Level= value.

Thanks to all who helped Blackstorm through these issues.
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John Adams
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Re: Compilation issues with rev665 (linux)
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Post by John Adams » Thu Sep 25, 2014 10:26 am

SVN rev 671 will now have the sample "generic.lua" we use on New Telon for the Hail command. It should go in the same folder as the binary (where it is on SVN, under /trunk/bin/world) and the new vgo_world.sql has a pointer to it in the `lua_scripts` table. The last link is that the `spawn` table has a column called `script_id` which points to the lua_script ID column value so all spawns in your world should respond to Hail.
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Blackstorm
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Re: Compilation issues with rev665 (linux)
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Post by Blackstorm » Thu Sep 25, 2014 10:29 am

Hello Volt ^^

On Linux a have modified the proposed line :
-> Compil : Ok
-> 2nd Character creation : Ok
-> Login to the WorldServer : Ok (without switch, nice), logout.
-> Switch to the first player : Ok (so i have 2 players !!! nice work ^^)

Just a little ask ^^ is it normal for the faction error ? i think the last DB dump on the public svn is missing some collums...

Edit : arf, i have writed my last post without to see your comment John ^^ thanks for the update ^^ i will try it in a minutes ^^
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Volt
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Re: Compilation issues with rev665 (linux)
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Post by Volt » Thu Sep 25, 2014 11:02 am

[quote="Blackstorm"]
-> Compil : Ok
-> 2nd Character creation : Ok
-> Login to the WorldServer : Ok (without switch, nice), logout.
-> Switch to the first player : Ok (so i have 2 players !!! nice work ^^)[/quote]
Very nice! Thanks for walking through this, it is really helpful.
"Gaze in amazement adventurer"
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