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Messages - virajithj

Pages: [1] 2
1
I can't access the paste, but if you compiled head you'll need the svn data (so, don't copy the data-folder from the binary installation as suggested in the guide). You'll still need the art folder from the binary installation though.

Yeah that is probably the problem. It works fine when I use data from the svn. Thanks!

2
Hi,

I was trying to run a client compiled from source and connect it to a server that I was running. When I ran the client, I got a segmentation fault. The error is at http://fpaste.org/J8wI/
Does anyone know why I am getting this error? Any help is would be great.

Thanks
Virajith

3
Development Deliberation / Messages from Client to Server
« on: December 02, 2010, 06:11:05 am »
Hi,

I was hoping someone could help me out with this question. Which message (class name in messages.h/message.h) is used by the server to send the client the positions of all the other players? I found that "class psAllEntityPosMessage" in  npcmessages.h is used for superclients. Are such messages to client sent periodically?

Also where exactly is the code which receives the messages from the clients received by the server? Is it just msghandler.cpp (in common/net/) or am I reading something wrong?

Thanks
Virajith

4
Development Deliberation / Deadreckoning in Planeshift client
« on: November 30, 2010, 09:17:18 pm »
Hi,

I was wondering if Planeshift has deadreckoning built into it.

I was running a server (compiled from src) and a (official) client on two separate machines. After I disconnected the network connection between the two, I saw that the client did not give an error to the player till atleast around 10sec afterwards. However, errors being printed out in the terminal which I had used to start the client from.
Is this the correct behaviour of the client?
Does the client use deadreckoning?
Does anyone know where is the code responsible for this in the client?

Thanks
Virajith

5
Development Deliberation / Planeshift server maps/worlds
« on: November 30, 2010, 04:04:54 am »
Hi,

I am trying to run a planeshift server compiled from source (with art from the official client). Is there a list somewhere which shows all the maps/worlds available for the server? I am only aware of those in https://planeshift.svn.sf.net/svnroot/planeshift/trunk/docs/compiling.html under "Running the Server".

Thanks
Virajith

6
Hi,

I was trying to figure out how exactly does the network and database communication work in Planeshift.

1. For the network, are the messages sent between client and server just those given at http://planeshift.ezpcusa.com/pswiki/index.php?title=Network_messages?

2. For the database communication, in which file can I find the code using which the server communicates with the sql server? Is everything in /planeshift/src/server/database/mysql/dal.cpp ?
Also what exactly is the database used for? I have seen that it is used for client authentication and for storing info about things that the player picks up etc. Is it used for anything else? I guess if you could let me know the details of the former question, I can figure out that of the latter looking at the code.

Thanks
Virajith

7
client_base.zip is another file

Ok. I think I am a bit confused here. I have compiled the client from source code and create an art/ directory in the PS root dir in which I placed the files of the art/ dir which comes along with the official client. I am not sure what skins I am missing. The error is the following: http://fpaste.org/9ndK/ and gdb gives the following reason for seg fault:
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7ffff5b8d910 (LWP 6745)]
CS::Plugin::bgLoader::BgLoader::ParseShaders (this=0x7ffff7e21728) at src/common/bgloader/parser.cpp:80
80                           rets.Push(tloader->LoadShader(vfs->GetCwd(), file->GetContentsValue()));

Can someone help me figure out what exactly is the art work that I am missing and if that is the real reason for this error.

Thanks a lot!
Virajith

8
on RHEL (including CentOS) there's an issue wiht the location of the required files
easiest workaround is to create a "mysql" folder in your home directory with the following 2 symlinks in it:
include -> /usr/include/mysql
lib -> /usr/lib64/mysql

then issue configure with --with-mysqlclient=$HOME/mysql

that way it'll find the required files

Thanks a lot! that works!

You seem to have numerous problems with the compilation. Why don't you join #planeshift-build on freenode? Help will be much faster there.  :)

I tried the IRC but no one replied to my questions when I posted this. However, earlier I got a lot a help from there too.

9
Linux Specific Issues / using a PS server compiled from source on CentOS
« on: November 09, 2010, 06:02:02 pm »
I am trying to run a PS server compiled from source on CentOS. I had installed mysql but the server is not able to locate that. When I ./psserver, I get " planeshift.application.server:   No iDataConnection plugin!" error.
The run of ./configure of my server install is not able to find libmysqlclient even if I have mysql-devel installed. There is no libmysqlclient or libmysqlclient-devel in the distro of CentOS. My /usr/lib/mysql contains libmysqlclient.so but even when I use the --with-mysqlclient=/usr/lib/mysql/, the ./configure is not able locate libmysqlclient. Any clue why this is happening and how I can get rid of this problem?

Thanks a lot
Virajith

10
you are missing at least the skin and the base skin files. you need to fetch them from the distro client

I have tried by using the art from the official client install but was then getting this same error. I believe I changed the  skins parameters in the .cfg file to point to elves.zip as that is the only default .zip file in the art of the official client.

11
Development Deliberation / using a PS server compiled from source
« on: November 09, 2010, 04:26:24 pm »
Hi,

I am trying to use a PS server compiled from source. I was able to run the server but how can i register a user on this server? Do I have to add a user directly to the db? If so how can I do this (I am new to dbs so a bit of detailed info would be really helpful).

Thanks a lot
Virajith

12
probably build it ... looks like centos has a bit too old libraries

@weltall: I tried compiling the client from source code but was getting an error when I ran it. Here is the post that I had posted in another forum regarding it: http://www.hydlaaplaza.com/smf/index.php?topic=38403.0
Can you help me figure this out?

Thanks a lot!!

13
Hi,

I am trying to install the official Planeshift client on CentOS 5.4. However, after the install, when I run ./psclient, I get an error saying:
./psclient.bin: /lib/libc.so.6: version `GLIBC_2.7' not found (required by ./psclient.bin)
./psclient.bin: /lib/libc.so.6: version `GLIBC_2.7' not found (required by libs/libjpeg.so.8)

This error seems to be because of the libc version being used by CentOs. Is there a way to get rid of this and run the game on CentOS?


14
Hi,

I was trying to start a client which I have compiled from the source code. I was trying to use the official art (not to worry; not trying to connect to the offical servers) with this compiled client. I am getting the following error: http://fpaste.org/AyLe/. When I used gdb to figure out the reason for the seg fault, I got this:

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7ffff5b8d910 (LWP 10580)]
CS::Plugin::bgLoader::BgLoader::ParseShaders (this=0x7ffff7e1eb30) at src/common/bgloader/parser.cpp:80
80                           rets.Push(tloader->LoadShader(vfs->GetCwd(), file->GetContentsValue()));
(gdb) bt
#0  CS::Plugin::bgLoader::BgLoader::ParseShaders (this=0x7ffff7e1eb30) at src/common/bgloader/parser.cpp:80
#1  0x00007ffff1ad74cc in CS::Plugin::bgLoader::BgLoader::PrecacheDataTC (this=0x7fffefc81a70, ret=DWARF-2 expression error: DW_OP_reg operations must be used either alone or in conjuction with DW_OP_piece.
)
    at src/common/bgloader/parser.cpp:168
#2  0x00007ffff1ad4da7 in ThreadEvent4<CS::Plugin::bgLoader::BgLoader, csRef<iThreadReturn>, bool, char const*, bool>::Run() ()
   from /home/virajith/development/planeshift/bgloader.so
#3  0x00007ffff770b39d in CS::Threading::ThreadedJobQueue::QueueRunnable::Run (this=0xa64ba0)
    at /home/virajith/development/cs/libs/csutil/threadjobqueue.cpp:305
#4  0x00007ffff7736546 in proxyFunc (param=<value optimized out>)
    at /home/virajith/development/cs/libs/csutil/threading/pthread_thread.cpp:76
#5  0x00007ffff70b4a04 in start_thread (arg=<value optimized out>) at pthread_create.c:300
#6  0x00007ffff6889d4d in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:112
#7  0x0000000000000000 in ?? ()


Can anyone help me figuring this out?

Thanks a lot
Virajith

15
Development Deliberation / Re: Current Planeshift server architecture
« on: October 25, 2010, 11:20:44 pm »
1) not really but you need to duplicate some tables. the npcclient requires sc tables and some main server tables. in order to make npcclient manage different npc you just don't define those you don't want managed in the npc defnitions tables. to have them connect to another server you edit the psnpcclient.cfg database with password and username of an account with security level 99 iirc (npcclient level)
2)  yes right now we use that architecture (both within the same network yet, i've tried remotely using a db with a slow network (max 100KB/s) and the mysqlclient library crashed). just edit psserver.cfg there is an entry for database

Thanks for the reply.
For 1), how much work this might take? Would it require me to hack the client?

On a related note, I was wondering how is the user-information distributed across the servers. Can a user connect to any of the game servers and play? Does the user info stay associated with just a single server or does it have to be distributed across multiple servers (before-hand or on-demand)? Does having multiple servers allow the game to scale better?


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