|
Point Blank (Piercing Blow)
|
Ссылки сообщества |
Изображения и альбомы |
Пользователи |
К странице... |
Опции темы |
12.07.2016, 01:54 | #1 |
Пользователь
|
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 }); } } 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())); } } }); } } 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 Последний раз редактировалось slawa560; 12.07.2016 в 02:57. |
12.07.2016, 03:03 | #2 |
Администратор
Регистрация: 09.11.2007
Адрес: Украина, Кривбасс
Возраст: 38
Сообщений: 6,377
Отблагодарили 3,722 раз(а)
Рейтинг мнений:
578
|
Re: Помогите сделать upd 3
Посмотрев эти вот куски "сервера", хочется узнать, что ожидаете от перехода на UdpState.Relay?
Вот этого не достаточно:Свернуть ↑
Заменить на UdpState.Relay:
Свернуть ↑Развернуть ↓
Код:
writeC(3); // тип сервера? 1 - p2p server - норм работает Код:
writeB(NetworkUtil.parseIpToBytes("127.0.0.1")); writeH(40000); composer require laravel/framework yarn add vue |
12.07.2016, 03:05 | #3 |
Пользователь
|
Re: Помогите сделать upd 3
прикол в том что с ботами игрок 1 заход и играет а когда 1 на 1 то 30 секунд и выкидывает из боя обоих
Добавлено через 31 секунду да и что за UdpState.Relay Добавлено через 1 минуту writeB(NetworkUtil.parseIpToBytes("127.0.0.1")); writeH(40000); это итак ip и порт сервера battle и он у меня работает 8 на 8 сурцы пбдева 2013 года на яве Добавлено через 5 минут http://hkar.ru/JHeu Добавлено через 6 минут если вам недостаточно инфы то могу скинуть весь соурс Последний раз редактировалось slawa560; 12.07.2016 в 03:12. Причина: Добавлено сообщение |
12.07.2016, 03:12 | #4 |
Администратор
Регистрация: 09.11.2007
Адрес: Украина, Кривбасс
Возраст: 38
Сообщений: 6,377
Отблагодарили 3,722 раз(а)
Рейтинг мнений:
578
|
Re: Помогите сделать upd 3
https://forum.zone-game.info/showpos...09&postcount=2
https://forum.zone-game.info/showpos...32&postcount=4 composer require laravel/framework yarn add vue |
12.07.2016, 03:14 | #5 |
Пользователь
|
Re: Помогите сделать upd 3
мне делать emum с упд стат?
или что я просто непонимаю |
12.07.2016, 05:17 | #6 |
Пользователь
|
Re: Помогите сделать upd 3
/* * 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.global.enums; /** * @author sjke */ public enum UpdState { SERVER_UDP_STATE_NONE(0), SERVER_UDP_STATE_RENDEZVOUS(1), SERVER_UDP_STATE_CLIENT(2), SERVER_UDP_STATE_RELAY(3), SERVER_UDP_STATE_RELAYCLIENT(1); private int _value; UpdState(int code) { _value = code; } }Добавлено через 6 минут /* * 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.enums.UpdState; 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(3); // 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 }); } } Последний раз редактировалось slawa560; 12.07.2016 в 05:23. Причина: Добавлено сообщение |
12.07.2016, 05:49 | #7 |
Пользователь
|
Re: Помогите сделать upd 3
и всеравно через 30 секунд из боя выбрасывает на туториале на пвп не тестил
|
12.07.2016, 13:38 | #9 | |
|
Re: Помогите сделать upd 3
slawa560, то что тебе показал :
Цитата:
Не то что у тебя есть udp2, там хватала только коннекта игрока и те же данные слать что и получал. ____________ На udp3 тебе нужно, room, weapon, battle, player. Для запуска боя. Не описывая еще кучу режимов, боя, урона, хп объектов и тд. _____________________ Вообще, я видел PROGRAMMATOR'a тему про сниффер, зайди на любой сервер где он указывал, и сниффани пакеты, как их получить ip, port тоже уже тебе разобрали. ах да, тебе нужно будет сниффер udp ручками написать, зато сразу поймешь как что устроенно и как работает, а то ты постоянно споришь что у тебя все есть. Только немного подправить, вот и разберешься. ________________ У тебя даже дампа пакета нет, сколько можно клянчить, от болды ты тоже не заполнишь, вот когда соберешь все пакеты, ты проси помощи. _________ Когда приступишь сниффить пакеты UDP, Вот тут все расписано подробно Клац Когда приступишь собирать их, тебе поможет тут Клац |
|
Сказали спасибо: |
13.07.2016, 12:55 | #10 |
Пользователь
|
Re: Помогите сделать upd 3
Но почему тогда у меня на араб клиенте работает upd3?
а на старый клиент нет(((((((( |
Здесь присутствуют: 1 (пользователей: 0 , гостей: 1) | |
|
|
Похожие темы | ||||
Тема | Автор | Раздел | Ответов | Последнее сообщение |
[Help]Помогите сделать сервер RO | Gluz | Другие игры / Other games | 3 | 01.11.2016 19:41 |
помогите сделать бафера и Alt + B | Vlad2000 | Lineage II | 7 | 18.02.2012 03:14 |
dle 9.3 помогите сделать | kubanlan | Движки сайтов (CMS) | 1 | 27.08.2011 21:20 |
помогите сделать патч | Соник™ | Игровой клиент | 12 | 07.09.2010 17:42 |