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Point Blank (Piercing Blow)
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Опции темы |
12.12.2017, 13:37 | #1 |
Пользователь
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UDP3 Help me Host & Player not look
Hi help me please UDP3
client host not look player player look client host client host : player : |
12.12.2017, 15:31 | #2 |
Пользователь
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Re: UDP3 Help me Host & Player not look
@PROGRAMMATOR Help me please
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12.12.2017, 16:40 | #3 |
Администратор
Регистрация: 09.11.2007
Адрес: Украина, Кривбасс
Возраст: 38
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Рейтинг мнений:
575
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Re: UDP3 Help me Host & Player not look
Do all the clients receive packets?
Check BC.log for errors. composer require laravel/framework yarn add vue |
12.12.2017, 17:56 | #4 |
Пользователь
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Re: UDP3 Help me Host & Player not look
@PROGRAMMATOR
BC.LOG Player [23:45:51][N][.\GameCharaBase.cpp(68) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 11. [23:45:51][N][.\GameCharaBase.cpp(70) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 12. [23:45:51][N][.\GameCharaBase.cpp(72) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 13. [23:45:51][N][.\GameCharaBase.cpp(74) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 14. [23:45:52][N][.\GameFramework.cpp(3780) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)]] : [ENTER] GotoNextStage( NewUIFrame ) [23:45:52][N][.\GameFramework.cpp(3795) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)]] : >> JumpStage() NewUIFrame [23:45:52][N][.\GameFramework.cpp(3815) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)]] : [LEAVE] GotoNextStage( NewUIFrame ) [23:45:52][W][.\Network\UDPPacketReceiver.cpp(457) : [bool __thiscall UDPPacketReceiver::_CheckCode(unsigned char,unsigned short,unsigned short)]] : [UDPPacketReceiver::P2P_SUB_HEAD_USER] parsing fail..0, 61447 [23:45:52][W][.\Network\UDPPacketReceiver.cpp(457) : [bool __thiscall UDPPacketReceiver::_CheckCode(unsigned char,unsigned short,unsigned short)]] : [UDPPacketReceiver::P2P_SUB_HEAD_USER] parsing fail..0, 7 [23:45:52][W][.\Network\UDPPacketReceiver.cpp(457) : [bool __thiscall UDPPacketReceiver::_CheckCode(unsigned char,unsigned short,unsigned short)]] : [UDPPacketReceiver::P2P_SUB_HEAD_USER] parsing fail..0, 7 [23:45:52][N][.\GameContext.cpp(1950) : [void __thiscall CGameContext::P2PEndBattle(void)]] : ============ EndBattle ============= [23:45:52][N][.\GameContext.cpp(1957) : [void __thiscall CGameContext::P2PEndBattle(void)]] : _InitUserData() [23:45:52][N][.\GameContext.cpp(1963) : [void __thiscall CGameContext::P2PEndBattle(void)]] : g_pRand->Destroy() [23:45:52][N][.\GameContext.cpp(1968) : [void __thiscall CGameContext::P2PEndBattle(void)]] : m_pMissionManager->Reset() [23:45:52][N][.\GameContext.cpp(1971) : [void __thiscall CGameContext::P2PEndBattle(void)]] : m_pMissionManager->EndMission() [23:45:52][N][.\Network\GameNetworkManager.cpp(452) : [void __thiscall CGameNetworkManager::DestroyUDPSocket(void)]] : m_pUDPHolePuncher Release [23:45:52][N][.\Network\GameNetworkManager.cpp(457) : [void __thiscall CGameNetworkManager::DestroyUDPSocket(void)]] : m_pUDPClientSocket->CloseSocket() [23:45:52][N][.\Network\GameNetworkManager.cpp(463) : [void __thiscall CGameNetworkManager::DestroyUDPSocket(void)]] : m_pUDPClientSocket Release [23:45:52][N][.\GameContext.cpp(1978) : [void __thiscall CGameContext::P2PEndBattle(void)]] : ProfileNetwork() [23:45:52][N][.\GameContext.cpp(1990) : [void __thiscall CGameContext::P2PEndBattle(void)]] : CGameContext::P2PEndBattle() Exited.... [23:45:53][N][.\GameCharaBase.cpp(48) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 1. [23:45:53][N][.\GameCharaBase.cpp(50) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 2. [23:45:53][N][.\GameCharaBase.cpp(52) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 3. [23:45:53][N][.\GameCharaBase.cpp(54) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 4. [23:45:53][N][.\GameCharaBase.cpp(56) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 5. [23:45:53][N][.\GameCharaBase.cpp(58) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 6. [23:45:53][N][.\GameCharaBase.cpp(60) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 7. [23:45:53][N][.\GameCharaBase.cpp(62) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 8. [23:45:53][N][.\GameCharaBase.cpp(64) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 9. [23:45:53][N][.\GameCharaBase.cpp(66) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 10. [23:45:53][N][.\GameCharaBase.cpp(68) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 11. [23:45:53][N][.\GameCharaBase.cpp(70) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 12. [23:45:53][N][.\GameCharaBase.cpp(72) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 13. [23:45:53][N][.\GameCharaBase.cpp(74) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 14. [23:45:53][N][.\Weapon\GameWeaponManager.cpp(1073) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : CGameWeaponManager::LeaveStage Start [23:45:53][N][.\Weapon\GameWeaponManager.cpp(1076) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.1 [23:45:53][N][.\Weapon\GameWeaponManager.cpp(1080) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.2 [23:45:53][N][.\Weapon\GameWeaponManager.cpp(1085) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.3-1 [23:45:53][N][.\Weapon\GameWeaponManager.cpp(1087) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.3-2 [23:45:53][N][.\Weapon\GameWeaponManager.cpp(1089) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.3-3 [23:45:53][N][.\Weapon\GameWeaponManager.cpp(1096) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.4 [23:45:53][N][.\Weapon\GameWeaponManager.cpp(1098) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.5 [23:45:53][N][.\Weapon\GameWeaponManager.cpp(1101) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : CGameWeaponManager::LeaveStage End [23:45:53][N][.\ProfileLog.cpp(108) : [void __thiscall CProfileLog::Log(void)]] : ^^^^^^^^^^^^^^^^ Pf Log ^^^^^^^^^^^^^^^^^^ [23:45:53][N][.\ProfileLog.cpp(116) : [void __thiscall CProfileLog::Log(void)]] : * Total : 5.8 (10.9) [23:45:53][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * Udt 4.1 (47.5) [23:45:53][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * Trc 0.5 (1.4) [23:45:53][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * Rnd 0.4 (19.1) [23:45:53][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * Phs 0.2 (0.7) [23:45:53][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * End 0.4 (45.9) [23:45:53][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * EfR 0.0 (0.2) [23:45:53][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * sgCtx 0.0 (0.1) [23:45:53][N][.\GameCharaBase.cpp(48) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 1. [23:45:53][N][.\GameCharaBase.cpp(50) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 2. [23:45:53][N][.\GameCharaBase.cpp(52) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 3. [23:45:53][N][.\GameCharaBase.cpp(54) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 4. [23:45:53][N][.\GameCharaBase.cpp(56) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 5. [23:45:53][N][.\GameCharaBase.cpp(58) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 6. [23:45:53][N][.\GameCharaBase.cpp(60) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 7. [23:45:53][N][.\GameCharaBase.cpp(62) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 8. [23:45:53][N][.\GameCharaBase.cpp(64) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 9. [23:45:53][N][.\GameCharaBase.cpp(66) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 10. [23:45:53][N][.\GameCharaBase.cpp(68) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 11. [23:45:53][N][.\GameCharaBase.cpp(70) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 12. [23:45:53][N][.\GameCharaBase.cpp(72) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 13. [23:45:53][N][.\GameCharaBase.cpp(74) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 14. [23:45:53][N][.\GameCharaBase.cpp(48) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 1. [23:45:53][N][.\GameCharaBase.cpp(50) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 2. [23:45:53][N][.\GameCharaBase.cpp(52) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 3. [23:45:53][N][.\GameCharaBase.cpp(54) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 4. [23:45:53][N][.\GameCharaBase.cpp(56) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 5. [23:45:53][N][.\GameCharaBase.cpp(58) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 6. [23:45:53][N][.\GameCharaBase.cpp(60) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 7. [23:45:53][N][.\GameCharaBase.cpp(62) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 8. [23:45:53][N][.\GameCharaBase.cpp(64) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 9. [23:45:53][N][.\GameCharaBase.cpp(66) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 10. [23:45:53][N][.\GameCharaBase.cpp(68) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 11. [23:45:53][N][.\GameCharaBase.cpp(70) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 12. [23:45:53][N][.\GameCharaBase.cpp(72) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 13. [23:45:53][N][.\GameCharaBase.cpp(74) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 14. [23:45:53][N][..\..\..\src\i3Framework\i3Framework.cpp(808) : [void __thiscall i3Framework::OnUpdate(float)]] : i3Framework::OnUpdate() - STATE_LOAD_END Enter [23:45:53][N][.\Game.cpp(1124) : [void __cdecl InitSound(void)]] : InitSound() Enter [23:45:53][N][.\Game.cpp(1150) : [void __cdecl InitSound(void)]] : InitSound() Leave [23:45:54][N][.\UI\UIPhaseSelectChannel.cpp(588) : [void __thiscall UIPhaseSelectChannel::OnCreate(class i3GameNode *)]] : UIPhaseSelectChannel::OnCreate() Enter [23:45:54][N][.\Game.cpp(1124) : [void __cdecl InitSound(void)]] : InitSound() Enter [23:45:54][N][.\Game.cpp(1150) : [void __cdecl InitSound(void)]] : InitSound() Leave [23:45:54][N][..\..\..\src\i3Framework\i3Framework.cpp(836) : [void __thiscall i3Framework::OnUpdate(float)]] : i3Framework::OnUpdate() - STATE_LOAD_END Leave [23:45:54][N][.\GameFramework.cpp(3409) : [void __thiscall CGameFramework::OnUpdate(float)]] : i3Framework::OnUpdate() - STATE_FADEIN_START Enter [23:45:54][N][.\GameFramework.cpp(3412) : [void __thiscall CGameFramework::OnUpdate(float)]] : i3Framework::OnUpdate() - STATE_FADEIN_START Leave [23:45:55][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [23:45:57][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [23:46:02][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [2017/12/11-23h:46m:5s] * ENTER LOBBY [23:46:05][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1, arg : 0 > BC.LOG Host Room [2017/12/11-20h:34m:7s] * CREATE ROOM [20:34:08][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:34:13][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:34:18][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:34:23][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:34:27][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:34:29][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 1 > [20:34:30][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:34:32][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:34:35][N][.\Network\ClientTCPSocket.cpp(7066) : [void __thiscall ClientTCPSocket::_PacketParsingBattle(class i3NetworkPacket *)]] : [WARNING] Recv battle packet - Protocol ID(3426) [20:34:35][N][.\GameFramework.cpp(3739) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)]] : [ENTER] GotoNextStage( Crackdown ) [20:34:35][N][.\GameFramework.cpp(3754) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)]] : >> JumpStage() Crackdown [20:34:35][N][.\GameFramework.cpp(3774) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)]] : [LEAVE] GotoNextStage( Crackdown ) [20:34:35][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 142, arg : 0 > [20:34:36][N][.\Weapon\GameWeaponManager.cpp(1065) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : CGameWeaponManager::LeaveStage Start [20:34:36][N][.\Weapon\GameWeaponManager.cpp(1068) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.1 [20:34:36][N][.\Weapon\GameWeaponManager.cpp(1072) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.2 [20:34:36][N][.\Weapon\GameWeaponManager.cpp(1077) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.3-1 [20:34:36][N][.\Weapon\GameWeaponManager.cpp(1079) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.3-2 [20:34:36][N][.\Weapon\GameWeaponManager.cpp(1081) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.3-3 [20:34:36][N][.\Weapon\GameWeaponManager.cpp(1088) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.4 [20:34:36][N][.\Weapon\GameWeaponManager.cpp(1090) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.5 [20:34:36][N][.\Weapon\GameWeaponManager.cpp(1093) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : CGameWeaponManager::LeaveStage End [20:34:38][N][..\..\..\src\i3Framework\i3ResourceManager.cpp(1190) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)]] : --- RSC : Scene/Crackdown/Crackdown.RSC [20:34:38][N][..\..\..\src\i3Framework\i3ResourceManager.cpp(1820) : [int __thiscall i3ResourceManager::LoadRSC(const char *,int)]] : LoadRSC TRUE [20:34:38][N][..\..\..\src\i3Framework\i3Framework.cpp(802) : [void __thiscall i3Framework::OnUpdate(float)]] : i3Framework::OnUpdate() - STATE_LOAD_END Enter [20:34:45][N][..\..\..\src\i3Framework\i3Framework.cpp(830) : [void __thiscall i3Framework::OnUpdate(float)]] : i3Framework::OnUpdate() - STATE_LOAD_END Leave [20:34:45][N][.\GameFramework.cpp(3368) : [void __thiscall CGameFramework::OnUpdate(float)]] : i3Framework::OnUpdate() - STATE_FADEIN_START Enter [20:34:45][N][.\GameFramework.cpp(3371) : [void __thiscall CGameFramework::OnUpdate(float)]] : i3Framework::OnUpdate() - STATE_FADEIN_START Leave [20:34:45][N][..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1854) : [int __thiscall i3RenderContext::ResetDevice(void)]] : i3RenderContext::ResetDevice() Enter [20:34:45][N][..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1866) : [int __thiscall i3RenderContext::ResetDevice(void)]] : i3RenderContext::ResetDevice() 1 [20:34:45][N][..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1927) : [int __thiscall i3RenderContext::ResetDevice(void)]] : i3RenderContext::ResetDevice() 2 [20:34:45][N][..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1931) : [int __thiscall i3RenderContext::ResetDevice(void)]] : i3RenderContext::ResetDevice() 3 [20:34:45][N][..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1935) : [int __thiscall i3RenderContext::ResetDevice(void)]] : i3RenderContext::ResetDevice() 4 [20:34:45][N][..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1939) : [int __thiscall i3RenderContext::ResetDevice(void)]] : i3RenderContext::ResetDevice() 5 [20:34:45][N][..\..\..\src\i3Gfx\i3RenderContextDX.cpp(1945) : [int __thiscall i3RenderContext::ResetDevice(void)]] : i3RenderContext::ResetDevice() Leave [2017/12/11-20h:34m:45s] ====PRESTARTBATTLE SERVER TYPE : SERVER_TYPE_DEDICATION ==== [2017/12/11-20h:34m:45s] ====PRESTARTBATTLE SERVER TYPE : SERVER_TYPE_DEDICATION ==== [2017/12/11-20h:34m:47s] * START BATTLE [2017/12/11-20h:34m:47s] START BATTLE STAGETYPE 1 STAGESLOT 0 STAGEORD 9 [2017/12/11-20h:34m:47s] * START BATTLE [2017/12/11-20h:34m:47s] START BATTLE STAGETYPE 1 STAGESLOT 0 STAGEORD 9 [20:34:47][N][.\GameContext.cpp(2079) : [int __thiscall CGameContext::P2PStartBattleUser(int)]] : CGameContext::P2PStartBattleUser() Enter idx 0 m_MySlotIdx 0 [20:34:47][N][.\GameContext.cpp(2228) : [int __thiscall CGameContext::P2PStartBattleUser(int)]] : CGameContext::P2PStartBattleUser() Leave [20:34:47][N][.\GameContext.cpp(2079) : [int __thiscall CGameContext::P2PStartBattleUser(int)]] : CGameContext::P2PStartBattleUser() Enter idx 0 m_MySlotIdx 0 [20:34:47][N][.\GameContext.cpp(2228) : [int __thiscall CGameContext::P2PStartBattleUser(int)]] : CGameContext::P2PStartBattleUser() Leave [2017/12/11-20h:34m:47s] bIsRound && b == true [20:34:48][N][..\..\..\src\i3Base\i3ResourceFile.cpp(693) : [unsigned int __thiscall i3ResourceFile::LoadHeader(class i3Stream *)]] : Weapon/Weapon/SSG69.I3CHR [20:34:48][N][..\..\..\src\i3Base\i3ResourceFile.cpp(694) : [unsigned int __thiscall i3ResourceFile::LoadHeader(class i3Stream *)]] : m_StringTableSize : 1020 [20:34:48][N][..\..\..\src\i3Base\i3ResourceFile.cpp(693) : [unsigned int __thiscall i3ResourceFile::LoadHeader(class i3Stream *)]] : Weapon/BarefistKnuckle/BarefistKnuckle.I3CHR [20:34:48][N][..\..\..\src\i3Base\i3ResourceFile.cpp(694) : [unsigned int __thiscall i3ResourceFile::LoadHeader(class i3Stream *)]] : m_StringTableSize : 897 [20:36:47][N][.\StageBattle.cpp(5588) : [void __cdecl CStageBattle::CbGiveupBattle(void *,int)]] : ||||||||||||>>>> Game Exit by User Force!!! (Lene) <<<<|||||||||||| [20:36:47][N][.\GameFramework.cpp(3739) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)]] : [ENTER] GotoNextStage( NewUIFrame ) [20:36:47][N][.\GameFramework.cpp(3754) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)]] : >> JumpStage() NewUIFrame [20:36:47][N][.\GameFramework.cpp(3774) : [void __thiscall CGameFramework::GotoNextStage(const char *,int,class i3StageInfo *)]] : [LEAVE] GotoNextStage( NewUIFrame ) [20:36:48][N][.\GameContext.cpp(1936) : [void __thiscall CGameContext::P2PEndBattle(void)]] : ============ EndBattle ============= [20:36:48][N][.\GameContext.cpp(1943) : [void __thiscall CGameContext::P2PEndBattle(void)]] : _InitUserData() [20:36:48][N][.\GameContext.cpp(1949) : [void __thiscall CGameContext::P2PEndBattle(void)]] : g_pRand->Destroy() [20:36:48][N][.\GameContext.cpp(1954) : [void __thiscall CGameContext::P2PEndBattle(void)]] : m_pMissionManager->Reset() [20:36:48][N][.\GameContext.cpp(1957) : [void __thiscall CGameContext::P2PEndBattle(void)]] : m_pMissionManager->EndMission() [20:36:48][N][.\Network\GameNetworkManager.cpp(452) : [void __thiscall CGameNetworkManager::DestroyUDPSocket(void)]] : m_pUDPHolePuncher Release [20:36:48][N][.\Network\GameNetworkManager.cpp(457) : [void __thiscall CGameNetworkManager::DestroyUDPSocket(void)]] : m_pUDPClientSocket->CloseSocket() [20:36:48][N][.\Network\GameNetworkManager.cpp(463) : [void __thiscall CGameNetworkManager::DestroyUDPSocket(void)]] : m_pUDPClientSocket Release [20:36:48][N][.\GameContext.cpp(1964) : [void __thiscall CGameContext::P2PEndBattle(void)]] : ProfileNetwork() [20:36:48][N][.\GameContext.cpp(1976) : [void __thiscall CGameContext::P2PEndBattle(void)]] : CGameContext::P2PEndBattle() Exited.... [20:36:48][N][.\GameCharaBase.cpp(48) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 1. [20:36:48][N][.\GameCharaBase.cpp(50) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 2. [20:36:48][N][.\GameCharaBase.cpp(52) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 3. [20:36:48][N][.\GameCharaBase.cpp(54) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 4. [20:36:48][N][.\GameCharaBase.cpp(56) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 5. [20:36:48][N][.\GameCharaBase.cpp(58) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 6. [20:36:48][N][.\GameCharaBase.cpp(60) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 7. [20:36:48][N][.\GameCharaBase.cpp(62) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 8. [20:36:48][N][.\GameCharaBase.cpp(64) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 9. [20:36:48][N][.\GameCharaBase.cpp(66) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 10. [20:36:48][N][.\GameCharaBase.cpp(68) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 11. [20:36:48][N][.\GameCharaBase.cpp(70) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 12. [20:36:48][N][.\GameCharaBase.cpp(72) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 13. [20:36:48][N][.\GameCharaBase.cpp(74) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 14. [20:36:48][N][.\GameCharaBase.cpp(48) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 1. [20:36:48][N][.\GameCharaBase.cpp(50) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 2. [20:36:48][N][.\GameCharaBase.cpp(52) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 3. [20:36:48][N][.\GameCharaBase.cpp(54) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 4. [20:36:48][N][.\GameCharaBase.cpp(56) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 5. [20:36:48][N][.\GameCharaBase.cpp(58) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 6. [20:36:48][N][.\GameCharaBase.cpp(60) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 7. [20:36:48][N][.\GameCharaBase.cpp(62) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 8. [20:36:48][N][.\GameCharaBase.cpp(64) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 9. [20:36:48][N][.\GameCharaBase.cpp(66) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 10. [20:36:48][N][.\GameCharaBase.cpp(68) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 11. [20:36:48][N][.\GameCharaBase.cpp(70) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 12. [20:36:48][N][.\GameCharaBase.cpp(72) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 13. [20:36:48][N][.\GameCharaBase.cpp(74) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 14. [20:36:49][N][.\Weapon\GameWeaponManager.cpp(1065) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : CGameWeaponManager::LeaveStage Start [20:36:49][N][.\Weapon\GameWeaponManager.cpp(1068) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.1 [20:36:49][N][.\Weapon\GameWeaponManager.cpp(1072) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.2 [20:36:49][N][.\Weapon\GameWeaponManager.cpp(1077) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.3-1 [20:36:49][N][.\Weapon\GameWeaponManager.cpp(1079) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.3-2 [20:36:49][N][.\Weapon\GameWeaponManager.cpp(1081) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.3-3 [20:36:49][N][.\Weapon\GameWeaponManager.cpp(1088) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.4 [20:36:49][N][.\Weapon\GameWeaponManager.cpp(1090) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : LeaveStage Step No.5 [20:36:49][N][.\Weapon\GameWeaponManager.cpp(1093) : [void __thiscall CGameWeaponManager::LeaveStage(void)]] : CGameWeaponManager::LeaveStage End [20:36:49][N][.\ProfileLog.cpp(108) : [void __thiscall CProfileLog::Log(void)]] : ^^^^^^^^^^^^^^^^ Pf Log ^^^^^^^^^^^^^^^^^^ [20:36:49][N][.\ProfileLog.cpp(116) : [void __thiscall CProfileLog::Log(void)]] : * Total : 6.5 (15.7) [20:36:49][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * Udt 4.7 (20.0) [20:36:49][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * Trc 0.3 (1.6) [20:36:49][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * Rnd 0.3 (5.5) [20:36:49][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * Phs 0.2 (1.6) [20:36:49][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * End 0.5 (12.0) [20:36:49][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * EfR 0.1 (1.4) [20:36:49][N][.\ProfileLog.cpp(122) : [void __thiscall CProfileLog::Log(void)]] : * sgCtx 0.0 (0.2) [20:36:49][N][.\GameCharaBase.cpp(48) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 1. [20:36:49][N][.\GameCharaBase.cpp(50) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 2. [20:36:49][N][.\GameCharaBase.cpp(52) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 3. [20:36:49][N][.\GameCharaBase.cpp(54) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 4. [20:36:49][N][.\GameCharaBase.cpp(56) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 5. [20:36:49][N][.\GameCharaBase.cpp(58) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 6. [20:36:49][N][.\GameCharaBase.cpp(60) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 7. [20:36:49][N][.\GameCharaBase.cpp(62) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 8. [20:36:49][N][.\GameCharaBase.cpp(64) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 9. [20:36:49][N][.\GameCharaBase.cpp(66) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 10. [20:36:49][N][.\GameCharaBase.cpp(68) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 11. [20:36:49][N][.\GameCharaBase.cpp(70) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 12. [20:36:49][N][.\GameCharaBase.cpp(72) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 13. [20:36:49][N][.\GameCharaBase.cpp(74) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 14. [20:36:49][N][.\GameCharaBase.cpp(48) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 1. [20:36:49][N][.\GameCharaBase.cpp(50) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 2. [20:36:49][N][.\GameCharaBase.cpp(52) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 3. [20:36:49][N][.\GameCharaBase.cpp(54) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 4. [20:36:49][N][.\GameCharaBase.cpp(56) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 5. [20:36:49][N][.\GameCharaBase.cpp(58) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 6. [20:36:49][N][.\GameCharaBase.cpp(60) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 7. [20:36:49][N][.\GameCharaBase.cpp(62) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 8. [20:36:49][N][.\GameCharaBase.cpp(64) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 9. [20:36:49][N][.\GameCharaBase.cpp(66) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 10. [20:36:49][N][.\GameCharaBase.cpp(68) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 11. [20:36:49][N][.\GameCharaBase.cpp(70) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 12. [20:36:49][N][.\GameCharaBase.cpp(72) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 13. [20:36:49][N][.\GameCharaBase.cpp(74) : [void __thiscall CGameCharaBase::Destroy(void)]] : #BT 14. [20:36:49][N][.\Network\ClientTCPSocket.cpp(7066) : [void __thiscall ClientTCPSocket::_PacketParsingBattle(class i3NetworkPacket *)]] : [WARNING] Recv battle packet - Protocol ID(3336) [2017/12/11-20h:36m:49s] * END BATTLE [2017/12/11-20h:36m:49s] * END BATTLE Parsing End [20:36:49][N][..\..\..\src\i3Framework\i3Framework.cpp(802) : [void __thiscall i3Framework::OnUpdate(float)]] : i3Framework::OnUpdate() - STATE_LOAD_END Enter [20:36:49][N][.\Game.cpp(1124) : [void __cdecl InitSound(void)]] : InitSound() Enter [20:36:49][N][.\Game.cpp(1150) : [void __cdecl InitSound(void)]] : InitSound() Leave [20:36:49][N][.\UI\UIPhaseSelectChannel.cpp(588) : [void __thiscall UIPhaseSelectChannel::OnCreate(class i3GameNode *)]] : UIPhaseSelectChannel::OnCreate() Enter [20:36:50][N][.\Game.cpp(1124) : [void __cdecl InitSound(void)]] : InitSound() Enter [20:36:50][N][.\Game.cpp(1150) : [void __cdecl InitSound(void)]] : InitSound() Leave [20:36:50][N][..\..\..\src\i3Framework\i3Framework.cpp(830) : [void __thiscall i3Framework::OnUpdate(float)]] : i3Framework::OnUpdate() - STATE_LOAD_END Leave [20:36:50][N][.\GameFramework.cpp(3368) : [void __thiscall CGameFramework::OnUpdate(float)]] : i3Framework::OnUpdate() - STATE_FADEIN_START Enter [20:36:50][N][.\GameFramework.cpp(3371) : [void __thiscall CGameFramework::OnUpdate(float)]] : i3Framework::OnUpdate() - STATE_FADEIN_START Leave [20:36:50][N][.\Network\ClientTCPSocket.cpp(7066) : [void __thiscall ClientTCPSocket::_PacketParsingBattle(class i3NetworkPacket *)]] : [WARNING] Recv battle packet - Protocol ID(3336) [2017/12/11-20h:36m:50s] * END BATTLE [2017/12/11-20h:36m:50s] * END BATTLE Parsing End [20:36:50][N][.\Network\ClientTCPSocket.cpp(7066) : [void __thiscall ClientTCPSocket::_PacketParsingBattle(class i3NetworkPacket *)]] : [WARNING] Recv battle packet - Protocol ID(3347) [20:36:50][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:36:50][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1002, arg : 2 > [20:36:50][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1002, arg : 2 > [20:36:50][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:36:50][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:36:53][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:36:58][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:02][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:07][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:12][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:17][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:22][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:27][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:27][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:33][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:37][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:42][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:47][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:48][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 12, arg : 0 > [20:37:53][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:37:57][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:38:02][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > [20:38:07][N][.\UI\UIPhaseReadyRoom.cpp(1722) : [void __thiscall UIPhaseReadyRoom::ProcessGameEvent(int,int)]] : UIPhaseReadyRoom::ProcessGameEvent() Leave < event : 1024, arg : 0 > |
12.12.2017, 19:45 | #5 |
Администратор
Регистрация: 09.11.2007
Адрес: Украина, Кривбасс
Возраст: 38
Сообщений: 6,377
Отблагодарили 3,722 раз(а)
Рейтинг мнений:
575
|
Re: UDP3 Help me Host & Player not look
Код:
[23:45:52][W][.\Network\UDPPacketReceiver.cpp(457) : [bool __thiscall UDPPacketReceiver::_CheckCode(unsigned char,unsigned short,unsigned short)]] : [UDPPacketReceiver::P2P_SUB_HEAD_USER] parsing fail..0, 61447 [23:45:52][W][.\Network\UDPPacketReceiver.cpp(457) : [bool __thiscall UDPPacketReceiver::_CheckCode(unsigned char,unsigned short,unsigned short)]] : [UDPPacketReceiver::P2P_SUB_HEAD_USER] parsing fail..0, 7 [23:45:52][W][.\Network\UDPPacketReceiver.cpp(457) : [bool __thiscall UDPPacketReceiver::_CheckCode(unsigned char,unsigned short,unsigned short)]] : [UDPPacketReceiver::P2P_SUB_HEAD_USER] parsing fail..0, 7 composer require laravel/framework yarn add vue |
Сказали спасибо: |
12.12.2017, 20:28 | #6 | |
Пользователь
|
Re: UDP3 Help me Host & Player not look
@PROGRAMMATOR How to fix
Цитата:
|
|
12.12.2017, 21:58 | #7 | |
Пользователь
|
Re: UDP3 Help me Host & Player not look
@PROGRAMMATOR
Help me please How to fix ? please Цитата:
|
|
13.12.2017, 14:00 | #8 |
Администратор
Регистрация: 09.11.2007
Адрес: Украина, Кривбасс
Возраст: 38
Сообщений: 6,377
Отблагодарили 3,722 раз(а)
Рейтинг мнений:
575
|
Re: UDP3 Help me Host & Player not look
What and how do you send?
composer require laravel/framework yarn add vue |
Сказали спасибо: |
13.12.2017, 15:18 | #9 |
Пользователь
|
Re: UDP3 Help me Host & Player not look
Последний раз редактировалось bmzproject; 14.12.2017 в 13:52. |
13.12.2017, 19:33 | #10 |
Пользователь
|
Re: UDP3 Help me Host & Player not look
@PROGRAMMATOR
file : BattleConnecttion How to fix ? plrase Последний раз редактировалось bmzproject; 14.12.2017 в 13:52. |
Здесь присутствуют: 1 (пользователей: 0 , гостей: 1) | |
Опции темы | |
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Тема | Автор | Раздел | Ответов | Последнее сообщение |
[Piercing Blow] UDP3 Урон | Boris2105 | Point Blank (Piercing Blow) | 12 | 25.08.2017 18:10 |
[Point Blank] Problems with damage calculations (UDP3) | TheBestGuy | Point Blank (Piercing Blow) | 0 | 17.06.2017 02:41 |
[Point Blank] What does that mean? (UDP3) | TheBestGuy | Point Blank (Piercing Blow) | 6 | 10.05.2017 23:28 |
[Piercing Blow] Object Status From Room (UDP3) | bola | Point Blank (Piercing Blow) | 5 | 30.12.2016 18:50 |
[Point Blank] PointBlank ongame udp3 server | Comandante9901 | Point Blank (Piercing Blow) | 3 | 04.12.2016 17:39 |