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Помогите сделать upd 3
#1
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
Ответ
#2
Посмотрев эти вот куски "сервера", хочется узнать, что ожидаете от перехода на UdpState.Relay?

Вот этого не достаточно
Ответ
#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
Ответ
#4
slawa560;415086 Написал:да и что за UdpState.Relay

https://forum.zone-game.info/showpost.ph...ostcount=2
https://forum.zone-game.info/showpost.ph...ostcount=4
Ответ
#5
мне делать emum с упд стат?
или что я просто непонимаю
Ответ
#6
[SRC="java"]/*
* 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 © 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;
}
}[/SRC]

Добавлено через 6 минут
[SRC="java"]/*
* 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 © 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
});
}
}[/SRC]
Ответ
#7
и всеравно через 30 секунд из боя выбрасывает на туториале на пвп не тестил
Ответ
#8
slawa560 Написал:мне делать emum с упд стат?
или что я просто непонимаю

В вашем случае лучше ничего не делать kappa
Ответ
#9
slawa560, то что тебе показал :
PROGRAMMATOR Написал:Посмотрев эти вот куски "сервера", хочется узнать, что ожидаете от перехода на UdpState.Relay?

Вот этого не достаточно

Это коннект udp сервера, тебе еще нужно его написать,
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
Ответ
#10
Но почему тогда у меня на араб клиенте работает upd3?
а на старый клиент нет((((((((
Ответ


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