slawa560 |
12.07.2016 01:54 |
Помогите сделать upd 3
Код:
package ru.pb.global.enums;
/**
* Состояние слотов
*
* @author sjke
*/
public enum SlotState {
SLOT_STATE_EMPTY ,
SLOT_STATE_CLOSE,
SLOT_STATE_SHOP,
SLOT_STATE_INFO,
SLOT_STATE_CLAN,
SLOT_STATE_INVENTORY,
SLOT_STATE_OUTPOST,
SLOT_STATE_NORMAL,
SLOT_STATE_READY,
SLOT_STATE_LOAD,
SLOT_STATE_RENDEZVOUS,
SLOT_STATE_PRESTART,
SLOT_STATE_BATTLE_READY,
SLOT_STATE_BATTLE;
}
Код:
/*
* Java Server Emulator Project Blackout / PointBlank
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* Authors: DarkSkeleton, sjke, Felixx
* Copyright (C) 2013 PBDev™
*/
package ru.pb.game.network.client.packets.server;
import ru.pb.game.network.client.packets.ServerPacket;
import ru.pb.global.models.Player;
import ru.pb.global.models.Room;
import ru.pb.global.utils.NetworkUtil;
/**
* Неизместный пакет, отправляется вместе с пекетов авторизации
*
* @author sjke
*/
public class SM_BATTLE_PREPARATION extends ServerPacket {
private final Player player;
private final Room room;
public SM_BATTLE_PREPARATION(Room room, Player player) {
super(0xD15);
this.player = player;
this.room = room;
}
@Override
public void writeImpl() {
writeBool(room.isFigth());
writeD(room.getRoomSlotByPlayer(player).getId());
writeC(2); // тип сервера? 1 - p2p server - норм работает
writeB(room.getLeader().getConnection().getIPBytes());
writeH(29890);// порт откуда идет
writeB(room.getLeader().getConnection().getIPBytes());
writeH(29890);// порт куда идет
writeC(0);
writeB(player.getConnection().getIPBytes());
writeH(29890);// порт
writeB(player.getConnection().getIPBytes());
writeH(29890); // порт
writeC(0);
writeB(NetworkUtil.parseIpToBytes("25.78.108.18"));
writeH(40000);
writeB(new byte[] {
(byte) 0x91, 0x00, 0x00, 0x00,
(byte) 0x47, 0x06, 0x00, 0x00
});
writeC(0);
writeB(new byte[] {
0x0a, 0x22, 0x00, 0x01, 0x10, 0x03, 0x1e, 0x05, 0x06, 0x07, 0x04, 0x09, 0x16, 0x0b, 0x1b, 0x08, 0x0e, 0x0f, 0x02, 0x11, 0x12, 0x21, 0x14, 0x15, 0x13, 0x17, 0x18, 0x19, 0x1a, 0x0c, 0x1c, 0x1d, 0x0d, 0x1f, 0x20
});
}
}
Клиентский пакет
Код:
/*
* Java Server Emulator Project Blackout / PointBlank
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Authors: DarkSkeleton, sjke, Felixx
* Copyright (C) 2013 PBDev™
*/
package ru.pb.game.network.client.packets.client;
import ru.pb.game.controller.BattleServerController;
import ru.pb.game.network.battle.packets.sendable.SM_REQUEST_ADD_PLAYER;
import ru.pb.game.network.client.packets.ClientPacket;
import ru.pb.game.network.client.packets.server.SM_BATTLE_ERRORMESSAGE;
import ru.pb.game.network.client.packets.server.SM_BATTLE_PREPARATION;
import ru.pb.game.network.client.packets.server.SM_BATTLE_ROOM_INFO;
import ru.pb.global.enums.BattleErrorMessage;
import ru.pb.global.enums.SlotState;
import ru.pb.global.models.BattleServerInfo;
import ru.pb.global.models.Player;
import ru.pb.global.models.Room;
import ru.pb.global.models.RoomSlot;
import ru.pb.global.utils.concurrent.ThreadPoolManager;
/**
* Неизветный пакет
*
* @author sjke
*/
public class CM_BATTLE_RPE_START extends ClientPacket {
public CM_BATTLE_RPE_START(int opcode) {
super(opcode);
}
@Override
public void readImpl() {
}
@Override
public void runImpl() {
Room room = getConnection().getRoom();
if (room == null)
return;
Player leader = getConnection().getRoom().getLeader();
Player player = getConnection().getPlayer();
BattleServerInfo bsi = BattleServerController.getInstance().getBattleServerInfo(40000);
if (bsi != null) {
if (bsi.getConnection() != null) {
if (!room.getLeader().equals(player) && room.getRoomSlotByPlayer(room.getLeader()).getState().ordinal() > 8) {
bsi.getConnection().sendPacket(new SM_REQUEST_ADD_PLAYER(room, getConnection().getPlayer(), getConnection().getServerChannel().getId()));
}
}
} else
getConnection().sendPacket(new SM_BATTLE_ERRORMESSAGE(BattleErrorMessage.EVENT_ERROR_FIRST_HOLE));
room.getRoomSlotByPlayer(player).setState(SlotState.SLOT_STATE_PRESTART);
getConnection().sendPacket(new SM_BATTLE_PREPARATION(room, player));
if (player.getId() != leader.getId())
leader.getConnection().sendPacket(new SM_BATTLE_PREPARATION(room, player));
ThreadPoolManager.getInstance().executeTask(new Runnable() {
@Override
public void run() {
for (Player member : getConnection().getRoom().getPlayers().values()) {
RoomSlot slot = getConnection().getRoom().getRoomSlotByPlayer(member);
member.getConnection().sendPacket(new SM_BATTLE_ROOM_INFO(getConnection().getRoom()));
}
}
});
}
}
РУМ ТАСК
Код:
package ru.pb.game.tasks;
import ru.pb.game.controller.BattleServerController;
import ru.pb.game.network.battle.packets.sendable.SM_REQUEST_READY_BATTLE_ROOM;
import ru.pb.game.network.client.packets.server.*;
import ru.pb.global.enums.SlotState;
import ru.pb.global.models.BattleServerInfo;
import ru.pb.global.models.Player;
import ru.pb.global.models.Room;
import ru.pb.global.models.RoomSlot;
import ru.pb.global.tasks.IRoomTask;
public class GRoomTask implements IRoomTask {
@Override
public void run(int channel, Room room) {
int countPlayerPrestart = 0;
int redTeamReady = 0;
int blueTeamReady = 0;
for(Player player : room.getPlayers().values()) {
RoomSlot slot = room.getRoomSlotByPlayer(player);
if (slot.getState().ordinal() > 8 && slot.getState().ordinal() < 12) {
countPlayerPrestart++;
}
else {
//Актуально для всех режимов кроме тренировки и туториала
if(room.getSpecial() != 6) { //TODO: айди туториала
if(slot.getId() % 2 == 0)
redTeamReady+=1;
else
blueTeamReady+=1;
}
}
}
RoomSlot leader = room.getRoomSlotByPlayer(room.getLeader());
if(leader.getState().ordinal() < 13) {
if (redTeamReady > 0 && blueTeamReady > 0 || countPlayerPrestart == 0) {
//если лидер еще не в бою - выполняем этот сценарий для запуска игроков в бой
if(leader.getState().ordinal() < 13 ) {
for (Player member : room.getPlayers().values()) {
RoomSlot playerSlot = room.getRoomSlotByPlayer(member);
if (playerSlot.getState() == SlotState.SLOT_STATE_BATTLE_READY) {
playerSlot.setState(SlotState.SLOT_STATE_BATTLE);
member.getConnection().sendPacket(new SM_BATTLE_PLAYER_INFO(room, member));
for (Player toSend : room.getPlayers().values()) {
if (!toSend.equals(member)) {
RoomSlot toSendplayerSlot = room.getRoomSlotByPlayer(toSend);
if (toSendplayerSlot.getState().ordinal() > 11)
member.getConnection().sendPacket(new SM_BATTLE_PLAYER_INFO(room, toSend));
}
}
member.getConnection().sendPacket(new SM_UNK_3865());
member.getConnection().sendPacket(new SM_BATTLE_ROUND_START(room));
BattleServerInfo bsi = BattleServerController.getInstance().getBattleServerInfo(40000);
if (bsi != null) {
if (bsi.getConnection() != null) {
if (room.getRoomSlotByPlayer(member).getState().ordinal() > 8) {
bsi.getConnection().sendPacket(new SM_REQUEST_READY_BATTLE_ROOM(room, member, channel));
}
}
}
}
}
}
}
}
else {
for(Player player : room.getPlayers().values()) {
RoomSlot playerSlot = room.getRoomSlotByPlayer(player);
if(playerSlot.getState().ordinal() == 12) {
player.getConnection().sendPacket(new SM_BATTLE_BOT_INFO(room));
playerSlot.setState(SlotState.SLOT_STATE_BATTLE);
player.getConnection().sendPacket(new SM_BATTLE_PLAYER_INFO(room, player));
for(Player player1 : room.getPlayers().values()) {
RoomSlot why = room.getRoomSlotByPlayer(player1);
if(why.getState().ordinal() == 13 && !player.equals(player1)) {
player1.getConnection().sendPacket(new SM_BATTLE_PLAYER_INFO(room, player));
player.getConnection().sendPacket(new SM_BATTLE_PLAYER_INFO(room, player1));
}
}
player.getConnection().sendPacket(new SM_UNK_3865());
player.getConnection().sendPacket(new SM_BATTLE_ROUND_START(room));
BattleServerInfo bsi = BattleServerController.getInstance().getBattleServerInfo(40000);
if (bsi != null) {
if (bsi.getConnection() != null) {
if (room.getRoomSlotByPlayer(player).getState().ordinal() > 8) {
bsi.getConnection().sendPacket(new SM_REQUEST_READY_BATTLE_ROOM(room, player, channel));
}
}
}
}
}
}
for(Player player : room.getPlayers().values()) {
player.getConnection().sendPacket(new SM_ROOM_INFO(room));
}
}
}
Код:
[20160712:04:52:20] startLog
[20160712:04:52:20] _HackShield_ >>>
[20160712:04:52:20] HackShield::Init() >>>>>>>>>>>>>>>>>>
[20160712:04:52:21] [HackShield] update (0x0).
[20160712:04:52:21] Finish HackShield::RunUpdater()
[20160712:04:52:23] [HackShield] initialize (0x0).
[20160712:04:52:23] HackShield::Init() <<<<<<<<<<<<<<<<<<<
[20160712:04:52:23] HackShield::StartService() >>>>>>>>>>>>>>>>>>
[20160712:04:52:28] [HackShield] start (0x0).
[20160712:04:52:28] HackShield::StartService() <<<<<<<<<<<<<<<<<<<
[20160712:04:52:28] _HackShield_ <<<
[20160712:04:52:28] __ProhibitFile_Install >>>
[20160712:04:52:28] __ProhibitFile_Install <<<
[20160712:04:52:28] Install Hook >>>
[20160712:04:52:28] Install Hook <<<
[20160712:04:52:28] __ProhibitFile_GetUserFileListMD5 >>>
[20160712:04:52:28] __ProhibitFile_GetUserFileListMD5 <<<
[20160712:04:52:28] TryLoadGame >>>
[20160712:04:52:28] TryLoadGame <<<
[20160712:04:52:28] Check multiple running >>>
[20160712:04:52:28] Check multiple running <<<
[20160712:04:52:28] LoadString >>>
[20160712:04:52:28] LoadString <<<
[20160712:04:52:28] Memory Initialize >>>
[20160712:04:52:28] Memory Initialize <<<
[20160712:04:52:28] Register Metas >>>
[2016/7/12-4h:52m:28s] =============================================
[2016/7/12-4h:52m:28s] Version Log( GAME_VER_MONTH 12 GAME_VER_DAY 20 )
[2016/7/12-4h:52m:28s] Version Log( GAME VER : 1.15.9.3. )
[2016/7/12-4h:52m:28s] Build Log( Aug 12 2013, 17:16:01 )
[2016/7/12-4h:52m:28s] Play Log( 7 Mon - 12 Day, 4 Hour : 52 Min)
[2016/7/12-4h:52m:28s] =============================================
[20160712:04:52:28] Register Metas <<<
[20160712:04:52:28] Init instance >>>
[2016/7/12-4h:52m:48s] Open Pack Files <<<
.\GameInterface.cpp(457) : [bool __thiscall GameInterface::OnInitInstance(void *,void *)] :[20160712:04:52:49] = 3
.\Game.cpp(302) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:49] CrateGlobal() Enter
.\Game.cpp(305) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:49] * 1
.\Game.cpp(690) : [void __cdecl MakeVersion(void)] :[20160712:04:52:50] MakeVersion() Enter
.\Game.cpp(746) : [void __cdecl MakeVersion(void)] :[20160712:04:52:50] Aug 12 2013_2k.00
.\Game.cpp(749) : [void __cdecl MakeVersion(void)] :[20160712:04:52:50] MakeVersion() Leave
[2016/7/12-4h:52m:50s] Configuration init Start
.\Config.cpp(208) : [int __cdecl Config::Init(void)] :[20160712:04:52:54] Failed to import from string file. (Script/String/NorthAmerica/Weapon_NorthAmerica.txt)
.\Config.cpp(208) : [int __cdecl Config::Init(void)] :[20160712:04:52:54] Failed to import from string file. (Script/String/NorthAmerica/Equipment_NorthAmerica.txt)
.\Config.cpp(208) : [int __cdecl Config::Init(void)] :[20160712:04:52:55] Failed to import from string file. (Script/String/NorthAmerica/Goods_NorthAmerica.txt)
[2016/7/12-4h:52m:55s] Configuration init Finish
.\Game.cpp(385) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:55] Configuration load >>>
.\Game.cpp(388) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:55] Configuration load <<<
.\Game.cpp(391) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:55] Configuration Ex load >>>
.\Game.cpp(396) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:55] Configuration Ex load <<<
.\Game.cpp(425) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] Environment setting load >>>
.\Game.cpp(428) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] Environment setting load <<<
.\Game.cpp(431) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] Designation setting load >>>
.\Game.cpp(434) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] Designation setting load <<<
.\Game.cpp(442) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] Open Firewall >>>
.\Game.cpp(457) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] Open Firewall <<<
.\Game.cpp(460) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] i3Net Initialize >>>
.\Game.cpp(466) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] i3Net Initialize <<<
.\Game.cpp(471) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] V3 Firewall openning >>>
.\Game.cpp(474) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] V3 Firewall Pre-Create.
.\Game.cpp(476) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] V3 Firewall Create complete.
.\Game.cpp(479) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] V3 Firewall First Send
.\Game.cpp(481) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] V3 Firewall First Send complete
.\Game.cpp(507) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] V3 Firewall openning <<<
.\Game.cpp(512) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] User Font creation >>>
.\Game.cpp(514) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] User Font creation <<<
.\Game.cpp(517) : [int __cdecl CreateGlobal(void)] :[20160712:04:52:56] CrateGlobal() Leave
.\GameInterface.cpp(478) : [bool __thiscall GameInterface::OnInitInstance(void *,void *)] :[20160712:04:52:56] = 4
[20160712:04:52:56] Init instance <<<
[20160712:04:52:56] Viewer init >>>
[20160712:04:52:56] * 1
[20160712:04:52:56] * 2
[20160712:04:52:56] * 3
[20160712:04:52:57] * 4
[20160712:04:52:57] Viewer init <<<
[20160712:04:52:57] Pre create framework >>>
[20160712:04:52:57] Pre create framework <<<
[20160712:04:52:57] i3Viewer create >>>
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1233) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20160712:04:52:57] i3RenderContext::_InvalidateGfxResource() Enter
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1235) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20160712:04:52:57] i3RenderContext::_InvalidateGfxResource() Leave
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1264) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20160712:04:52:57] i3RenderContext::CreateDevice() Enter
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1317) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20160712:04:52:57] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1318) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20160712:04:52:57] >>>>>Create Device Type: D3DDEVTYPE_HAL
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1319) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20160712:04:52:57] >>>>>Create Device Behavior: D3DCREATE_HARDWARE_VERTEXPROCESSING
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1340) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20160712:04:52:57] i3RenderContext::CreateDevice() Leave
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1406) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20160712:04:52:57] >>>>>Current GPU Name: NVIDIA GeForce GTX 460 AvailableTextureMem 3152019456
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1407) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20160712:04:52:57] >>>>>VS_Major_Ver 3 VS_Minor_Ver 0
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1408) : [bool __thiscall i3RenderContext::_CreateDevice(void)] :[20160712:04:52:57] >>>>>PS_Major_Ver 3 PS_Minor_Ver 0
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1583) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:52:57] i3RenderContext::ResetDevice() Enter
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1595) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:52:57] i3RenderContext::ResetDevice() 1
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1636) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:52:57] i3RenderContext::ResetDevice() 2
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1640) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:52:57] i3RenderContext::ResetDevice() 3
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1644) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:52:57] i3RenderContext::ResetDevice() 4
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1648) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:52:57] i3RenderContext::ResetDevice() 5
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1654) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:52:57] i3RenderContext::ResetDevice() Leave
[20160712:04:52:57] i3Viewer create <<<
[20160712:04:52:57] i3Framework create >>>
.\Game.cpp(524) : [int __cdecl CreateGlobal2(void)] :[20160712:04:52:57] CrateGlobal2() Enter
.\Game.cpp(528) : [int __cdecl CreateGlobal2(void)] :[20160712:04:52:57] * 2
.\Game.cpp(532) : [int __cdecl CreateGlobal2(void)] :[20160712:04:52:57] * 3
.\Game.cpp(541) : [int __cdecl CreateGlobal2(void)] :[20160712:04:52:57] * 4
.\Game.cpp(546) : [int __cdecl CreateGlobal2(void)] :[20160712:04:52:57] * 5
.\Game.cpp(555) : [int __cdecl CreateGlobal2(void)] :[20160712:04:52:57] * 6
.\Game.cpp(565) : [int __cdecl CreateGlobal2(void)] :[20160712:04:52:57] * 7
.\Game.cpp(574) : [int __cdecl CreateGlobal2(void)] :[20160712:04:52:57] * 8
.\Game.cpp(637) : [int __cdecl CreateGlobal2(void)] :[20160712:04:52:57] CrateGlobal2() Leave
.\GameInterface.cpp(623) : [class i3Framework *__thiscall GameInterface::CreateFramework(class i3Viewer *)] :[20160712:04:52:57] Game configuration set >>>
.\GameInterface.cpp(645) : [class i3Framework *__thiscall GameInterface::CreateFramework(class i3Viewer *)] :[20160712:04:52:57] Game configuration set <<<
.\GameInterface.cpp(647) : [class i3Framework *__thiscall GameInterface::CreateFramework(class i3Viewer *)] :[20160712:04:52:57] Framework creation >>>
.\GameFramework.cpp(882) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:57] * 1
.\GameFramework.cpp(905) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:57] * 1-1
.\GameFramework.cpp(914) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:57] * 2
.\GameFramework.cpp(920) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:57] * 3
.\GameFramework.cpp(923) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:57] * 4
.\GameFramework.cpp(928) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:57] * 5
.\GameFramework.cpp(936) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:57] * 6
.\GameFramework.cpp(944) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:57] * 7
.\GameFramework.cpp(989) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:57] * 8
.\GameFramework.cpp(994) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:57] * 9
.\GameFramework.cpp(1100) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:57] * 10
.\GameFramework.cpp(1129) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:58] * 11
.\GameFramework.cpp(1149) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:58] * 12
.\GameFramework.cpp(1179) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:58] * 13
.\GameFramework.cpp(1193) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:58] * 14
.\GameFramework.cpp(1216) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:58] * 15
.\GameFramework.cpp(1241) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:58] * 16
.\GameFramework.cpp(1258) : [void __thiscall CGameFramework::OnCreate(void)] :[20160712:04:52:58] * 17
.\GameInterface.cpp(653) : [class i3Framework *__thiscall GameInterface::CreateFramework(class i3Viewer *)] :[20160712:04:52:58] Framework creation <<<
[20160712:04:52:58] i3Framework create <<<
[20160712:04:52:58] Initialize Framework >>>
.\GameInterface.cpp(704) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20160712:04:52:58] * 1
.\GameInterface.cpp(743) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20160712:04:52:58] * 2
.\GameInterface.cpp(775) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20160712:04:52:58] Set Network Info.
.\GameInterface.cpp(810) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20160712:04:52:58] * 3
.\GameInterface.cpp(815) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20160712:04:52:58] * 4
.\GameInterface.cpp(822) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20160712:04:52:58] * 5
.\GameInterface.cpp(845) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20160712:04:52:58] * 6
.\GameInterface.cpp(852) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20160712:04:52:58] * 7
.\GameInterface.cpp(869) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20160712:04:52:58] * 8
.\GameInterface.cpp(884) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20160712:04:52:58] * 9
.\GameInterface.cpp(890) : [bool __thiscall GameInterface::OnInitFramework(class i3Framework *,const char *)] :[20160712:04:52:58] * 10
[20160712:04:52:58] Initialize Framework <<<
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:58] --- RSC : Sound\Weapon.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:58] --- RSC : Sound\Character.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:58] --- RSC : Chara\AnimPack.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:59] --- RSC : Chara\CharaTexture.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:59] --- RSC : Equip\EquipTexture.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:59] --- RSC : Chara\Character.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:59] --- RSC : Equip\Equip.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:59] --- RSC : Sound\Voice.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:59] --- RSC : Sound\Interface.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:59] --- RSC : Sound\Object.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:59] --- RSC : Sound/Dinosaur.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:59] --- RSC : Weapon/WeaponAnimPack.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:59] --- RSC : Weapon/Weapon.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:59] --- RSC : Effect/Define/EffectImage.RSC
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:52:59] --- RSC : Effect/Define/Effects_High.RSC
.\Game.cpp(827) : [int __cdecl InitManagers(void)] :[20160712:04:53:33] InitManagers() Enter
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
(null)(453) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pHeadTypeName != NULL
(null)(454) : [int __cdecl GetResNameHead(char *,const unsigned int,char *,const unsigned int,enum EQUIP_HEAD_TYPE,int)] :[20160712:04:53:34] Asserted : pResName != NULL
.\Game.cpp(846) : [int __cdecl InitManagers(void)] :[20160712:04:53:35] InitManagers() Leave
.\Game.cpp(962) : [void __cdecl InitSound(void)] :[20160712:04:53:35] InitSound() Enter
.\Game.cpp(988) : [void __cdecl InitSound(void)] :[20160712:04:53:35] InitSound() Leave
..\..\..\src\i3Framework\i3Framework.cpp(793) : [void __thiscall i3Framework::OnUpdate(float)] :[20160712:04:53:36] i3Framework::OnUpdate() - STATE_LOAD_END Enter
..\..\..\src\i3Framework\i3Framework.cpp(821) : [void __thiscall i3Framework::OnUpdate(float)] :[20160712:04:53:36] i3Framework::OnUpdate() - STATE_LOAD_END Leave
.\GameFramework.cpp(3233) : [void __thiscall CGameFramework::OnUpdate(float)] :[20160712:04:53:36] i3Framework::OnUpdate() - STATE_FADEIN_START Enter
.\GameFramework.cpp(3236) : [void __thiscall CGameFramework::OnUpdate(float)] :[20160712:04:53:36] i3Framework::OnUpdate() - STATE_FADEIN_START Leave
.\Network\ClientTCPSocket.cpp(244) : [void __thiscall ClientTCPSocket::ForceDestroy(const char *,int)] :[20160712:04:54:15] Force Destroy TCP : .\Network\GameNetworkManager.cpp (line 196)
[2016/7/12-4h:54m:16s] * LOGIN 1
[2016/7/12-4h:54m:16s] * LOGIN 2
.\UI\UIPhaseLogin.cpp(776) : [void __thiscall UIPhaseLogin::ProcessGameEvent(float)] :[20160712:04:54:16] Event Login Success.
.\GameFramework.cpp(3573) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)] :[20160712:04:54:16] [ENTER] GotoNextStage( NewUIFrame )
.\GameFramework.cpp(3583) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)] :[20160712:04:54:16] >> JumpStage() NewUIFrame
.\GameFramework.cpp(3595) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)] :[20160712:04:54:16] [LEAVE] GotoNextStage( NewUIFrame )
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:54:16] --- RSC : Scene/NewUIFrame/NewUIFrame.RSC
..\..\..\src\i3Framework\i3Framework.cpp(793) : [void __thiscall i3Framework::OnUpdate(float)] :[20160712:04:54:17] i3Framework::OnUpdate() - STATE_LOAD_END Enter
.\Game.cpp(962) : [void __cdecl InitSound(void)] :[20160712:04:54:17] InitSound() Enter
.\Game.cpp(988) : [void __cdecl InitSound(void)] :[20160712:04:54:17] InitSound() Leave
.\UI\UIPhaseSelectChannel.cpp(457) : [void __thiscall UIPhaseSelectChannel::OnCreate(class i3GameNode *)] :[20160712:04:54:17] UIPhaseSelectChannel::OnCreate() Enter
.\GameFramework.cpp(3904) : [void __thiscall CGameFramework::LoadNoticeFromFile(void)] :[20160712:04:54:17] No have Notice.txt file.
.\Game.cpp(962) : [void __cdecl InitSound(void)] :[20160712:04:54:18] InitSound() Enter
.\Game.cpp(988) : [void __cdecl InitSound(void)] :[20160712:04:54:18] InitSound() Leave
..\..\..\src\i3Framework\i3Framework.cpp(821) : [void __thiscall i3Framework::OnUpdate(float)] :[20160712:04:54:18] i3Framework::OnUpdate() - STATE_LOAD_END Leave
.\GameFramework.cpp(3233) : [void __thiscall CGameFramework::OnUpdate(float)] :[20160712:04:54:18] i3Framework::OnUpdate() - STATE_FADEIN_START Enter
.\GameFramework.cpp(3236) : [void __thiscall CGameFramework::OnUpdate(float)] :[20160712:04:54:18] i3Framework::OnUpdate() - STATE_FADEIN_START Leave
[2016/7/12-4h:54m:18s] * GET_MYINFO_REQ
[2016/7/12-4h:54m:19s] * PROTOCOL_BASE_GET_MYINFO_ACK
.\Network\ClientTCPSocket.cpp(244) : [void __thiscall ClientTCPSocket::ForceDestroy(const char *,int)] :[20160712:04:54:19] Force Destroy TCP : .\Network\GameNetworkManager.cpp (line 196)
[2016/7/12-4h:54m:20s] PROTOCOL_BASE_USER_LEAVE_ACK 0 / 1
.\Network\ClientTCPSocket.cpp(244) : [void __thiscall ClientTCPSocket::ForceDestroy(const char *,int)] :[20160712:04:54:20] Force Destroy TCP : .\Network\GameNetworkManager.cpp (line 299)
[2016/7/12-4h:54m:21s] * ENTER SERVER IDX(0) CHANNEL TYPE(1)
[2016/7/12-4h:54m:21s] * ENTER LOBBY
[2016/7/12-4h:54m:28s] * CREATE ROOM
.\GameFramework.cpp(3573) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)] :[20160712:04:54:28] [ENTER] GotoNextStage( Tutorial )
.\GameFramework.cpp(3583) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)] :[20160712:04:54:28] >> JumpStage() Tutorial
.\GameFramework.cpp(3595) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)] :[20160712:04:54:28] [LEAVE] GotoNextStage( Tutorial )
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:54:28] --- RSC : Scene/Tutorial/Tutorial.RSC
..\..\..\src\i3Framework\i3Framework.cpp(793) : [void __thiscall i3Framework::OnUpdate(float)] :[20160712:04:54:30] i3Framework::OnUpdate() - STATE_LOAD_END Enter
..\..\..\src\i3Framework\i3UI\i3UIControl.cpp(1186) : [void __thiscall i3UIControl::OnInitAfterLoad(void)] :[20160712:04:54:30] ЕЫЗГёґ ѕшАЅ: i3UIFrameWnd
..\..\..\src\i3Framework\i3Framework.cpp(821) : [void __thiscall i3Framework::OnUpdate(float)] :[20160712:04:54:36] i3Framework::OnUpdate() - STATE_LOAD_END Leave
.\GameFramework.cpp(3233) : [void __thiscall CGameFramework::OnUpdate(float)] :[20160712:04:54:36] i3Framework::OnUpdate() - STATE_FADEIN_START Enter
.\GameFramework.cpp(3236) : [void __thiscall CGameFramework::OnUpdate(float)] :[20160712:04:54:36] i3Framework::OnUpdate() - STATE_FADEIN_START Leave
[2016/7/12-4h:54m:37s] ====PRESTARTBATTLE SERVER TYPE : SERVER_TYPE_DEDICATION ====
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1583) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:54:37] i3RenderContext::ResetDevice() Enter
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1595) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:54:37] i3RenderContext::ResetDevice() 1
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1636) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:54:37] i3RenderContext::ResetDevice() 2
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1640) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:54:37] i3RenderContext::ResetDevice() 3
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1644) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:54:37] i3RenderContext::ResetDevice() 4
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1648) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:54:43] i3RenderContext::ResetDevice() 5
..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1654) : [int __thiscall i3RenderContext::ResetDevice(void)] :[20160712:04:54:43] i3RenderContext::ResetDevice() Leave
[2016/7/12-4h:54m:48s] * START BATTLE
[2016/7/12-4h:54m:48s] START BATTLE STAGETYPE 10 STAGESLOT 0 STAGEORD 44
[2016/7/12-4h:54m:48s] * LEAVE PROFILE
.\GameContext.cpp(1966) : [int __thiscall CGameContext::P2PStartBattleUser(int)] :[20160712:04:54:48] CGameContext::P2PStartBattleUser() Enter idx 0 m_MySlotIdx 0
.\GameContext.cpp(2100) : [int __thiscall CGameContext::P2PStartBattleUser(int)] :[20160712:04:54:48] CGameContext::P2PStartBattleUser() Leave
.\GameContext.cpp(1966) : [int __thiscall CGameContext::P2PStartBattleUser(int)] :[20160712:04:54:48] CGameContext::P2PStartBattleUser() Enter idx 0 m_MySlotIdx 0
.\GameContext.cpp(2100) : [int __thiscall CGameContext::P2PStartBattleUser(int)] :[20160712:04:54:48] CGameContext::P2PStartBattleUser() Leave
.\GameUDPHandler.cpp(1643) : [void __thiscall CGameUDPHandler::_CalcUDPTimeOut(float)] :[20160712:04:55:05] Host UDP timeout idx 0
.\GameUDPHandler.cpp(1651) : [void __thiscall CGameUDPHandler::_CalcUDPTimeOut(float)] :[20160712:04:55:05] [** Game Draw Test ] LocalIP [309087769], LocalPort [29890], NATState [0], RealIP [309087769], RealPort [29890]
.\UI\UIUtil.cpp(1430) : [class UIMessageBox *__cdecl GameUI::MsgBox(enum MSG_TYPE,const char *,const char *,const class CMsgBoxCallBack &,void *,int,bool)] :[20160712:04:55:05] Network settings conflict with the room host.
.\GameFramework.cpp(3573) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)] :[20160712:04:55:05] [ENTER] GotoNextStage( NewUIFrame )
.\GameFramework.cpp(3583) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)] :[20160712:04:55:05] >> JumpStage() NewUIFrame
.\GameFramework.cpp(3595) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)] :[20160712:04:55:05] [LEAVE] GotoNextStage( NewUIFrame )
.\GameContext.cpp(1824) : [void __thiscall CGameContext::P2PEndBattle(void)] :[20160712:04:55:05] ============ EndBattle =============
.\GameContext.cpp(1831) : [void __thiscall CGameContext::P2PEndBattle(void)] :[20160712:04:55:06] _InitUserData()
.\GameContext.cpp(1837) : [void __thiscall CGameContext::P2PEndBattle(void)] :[20160712:04:55:06] g_pRand->Destroy()
.\GameContext.cpp(1842) : [void __thiscall CGameContext::P2PEndBattle(void)] :[20160712:04:55:06] m_pMissionManager->Reset()
.\GameContext.cpp(1845) : [void __thiscall CGameContext::P2PEndBattle(void)] :[20160712:04:55:06] m_pMissionManager->EndMission()
.\Network\GameNetworkManager.cpp(455) : [void __thiscall CGameNetworkManager::DestroyUDPSocket(void)] :[20160712:04:55:06] m_pUDPHolePuncher Release
.\Network\GameNetworkManager.cpp(460) : [void __thiscall CGameNetworkManager::DestroyUDPSocket(void)] :[20160712:04:55:06] m_pUDPClientSocket->CloseSocket()
.\Network\GameNetworkManager.cpp(466) : [void __thiscall CGameNetworkManager::DestroyUDPSocket(void)] :[20160712:04:55:06] m_pUDPClientSocket Release
.\GameContext.cpp(1852) : [void __thiscall CGameContext::P2PEndBattle(void)] :[20160712:04:55:06] ProfileNetwork()
.\GameContext.cpp(1864) : [void __thiscall CGameContext::P2PEndBattle(void)] :[20160712:04:55:06] CGameContext::P2PEndBattle() Exited....
.\ProfileLog.cpp(108) : [void __thiscall CProfileLog::Log(void)] :[20160712:04:55:06] ^^^^^^^^^^^^^^^^ Pf Log ^^^^^^^^^^^^^^^^^^
.\ProfileLog.cpp(116) : [void __thiscall CProfileLog::Log(void)] :[20160712:04:55:06] * Total : 3.3 (5.0)
.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)] :[20160712:04:55:06] * Udt 0.9 (21.2)
.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)] :[20160712:04:55:06] * Trc 0.4 (5.1)
.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)] :[20160712:04:55:06] * Rnd 0.4 (7.2)
.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)] :[20160712:04:55:06] * Phs 0.3 (24.2)
.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)] :[20160712:04:55:06] * End 0.8 (7.0)
.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)] :[20160712:04:55:06] * EfR 0.0 (0.3)
.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)] :[20160712:04:55:06] * sgCtx 0.0 (0.0)
[2016/7/12-4h:55m:6s] * ENTER LOBBY
..\..\..\src\i3Framework\i3ResourceManager.cpp(965) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)] :[20160712:04:55:06] --- RSC : Scene/NewUIFrame/NewUIFrame.RSC
..\..\..\src\i3Framework\i3Framework.cpp(793) : [void __thiscall i3Framework::OnUpdate(float)] :[20160712:04:55:06] i3Framework::OnUpdate() - STATE_LOAD_END Enter
.\Game.cpp(962) : [void __cdecl InitSound(void)] :[20160712:04:55:06] InitSound() Enter
.\Game.cpp(988) : [void __cdecl InitSound(void)] :[20160712:04:55:06] InitSound() Leave
.\UI\UIPhaseSelectChannel.cpp(457) : [void __thiscall UIPhaseSelectChannel::OnCreate(class i3GameNode *)] :[20160712:04:55:06] UIPhaseSelectChannel::OnCreate() Enter
.\Game.cpp(962) : [void __cdecl InitSound(void)] :[20160712:04:55:07] InitSound() Enter
.\Game.cpp(988) : [void __cdecl InitSound(void)] :[20160712:04:55:07] InitSound() Leave
..\..\..\src\i3Framework\i3Framework.cpp(821) : [void __thiscall i3Framework::OnUpdate(float)] :[20160712:04:55:07] i3Framework::OnUpdate() - STATE_LOAD_END Leave
.\GameFramework.cpp(3233) : [void __thiscall CGameFramework::OnUpdate(float)] :[20160712:04:55:07] i3Framework::OnUpdate() - STATE_FADEIN_START Enter
.\GameFramework.cpp(3236) : [void __thiscall CGameFramework::OnUpdate(float)] :[20160712:04:55:07] i3Framework::OnUpdate() - STATE_FADEIN_START Leave
|