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SendScreen Issue
Discussion on SendScreen Issue within the CO2 Private Server forum part of the Conquer Online 2 category.
10/14/2011, 18:20
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#1
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SendScreen Issue
here is my issue , O.o
any help ?
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10/14/2011, 18:36
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#2
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Objects.Count is probably a method like Objects.Count();
So try Objects.Count()
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10/14/2011, 19:01
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#3
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those cods for friend and enemy , but when you request someone friend and he is accept it , nothing happen.
this in paclethandler.cs
PHP Code:
#region KnownPersons static void RemoveFriend(KnownPersons knownperson, Client.GameState client) { if (client.Friends.ContainsKey(knownperson.UID)) { Game.ConquerStructures.Society.Friend friend = client.Friends[knownperson.UID]; if (friend.IsOnline) { friend.Client.Friends.Remove(client.Entity.UID); friend.Client.Send(new KnownPersons(true) { UID = client.Entity.UID, Type = KnownPersons.RemovePerson, Name = "", Online = false }); } client.Friends.Remove(friend.ID); client.Send(new KnownPersons(true) { UID = friend.ID, Type = KnownPersons.RemovePerson, Name = "", Online = false }); Database.KnownPersons.RemoveFriend(client, friend.ID); } } static void RemoveEnemy(KnownPersons knownperson, Client.GameState client) { if (client.Enemy.ContainsKey(knownperson.UID)) { Game.ConquerStructures.Society.Enemy enemy = client.Enemy[knownperson.UID];
client.Enemy.Remove(enemy.ID); client.Send(new KnownPersons(true) { UID = enemy.ID, Type = KnownPersons.RemovePerson, Name = "", Online = false }); Database.KnownPersons.RemoveEnemy(client, enemy.ID); } } static void AddFriend(KnownPersons knownperson, Client.GameState client) { if (!client.Friends.ContainsKey(knownperson.UID)) { Client.GameState Client = ServerBase.Kernel.GamePool[knownperson.UID]; if (Client != null) { Client.OnMessageBoxOK = delegate { if (client != null) { if (client.Socket.Connected) { if (!Client.Friends.ContainsKey(client.Entity.UID)) { client.Friends.Add(Client.Entity.UID, new Conquer_Online_Server.Game.ConquerStructures.Society.Friend() { ID = Client.Entity.UID, Name = Client.Entity.Name }); Client.Friends.Add(client.Entity.UID, new Conquer_Online_Server.Game.ConquerStructures.Society.Friend() { ID = client.Entity.UID, Name = client.Entity.Name }); client.Send(new KnownPersons(true) { UID = Client.Entity.UID, Type = KnownPersons.AddFriend, Name = Client.Entity.Name, Online = true }); Client.Send(new KnownPersons(true) { UID = client.Entity.UID, Type = KnownPersons.AddFriend, Name = client.Entity.Name, Online = true }); Database.KnownPersons.AddFriend(client, client.Friends[Client.Entity.UID]); client.Screen.SendScreen(new Message(Client.Entity.Name + " has accepted " + client.Entity.Name + "'s friendship request.", System.Drawing.Color.Blue, Message.TopLeft), true); } } } }; Client.OnMessageBoxCANCEL = delegate { if (client != null) { if (client.Socket.Connected) { if (Client != null) { if (Client.Socket.Connected) { client.Send(new Message(Client.Entity.Name + " has rejected your friendship request.", System.Drawing.Color.Blue, Message.TopLeft)); } } } } }; Client.Send(new NpcReply(NpcReply.MessageBox, client.Entity.Name + " wants to be your friend.")); } } } public static void AddEnemy(Client.GameState client, Client.GameState enemy) { if (!client.Enemy.ContainsKey(enemy.Entity.UID)) { client.Enemy.Add(enemy.Entity.UID, new Conquer_Online_Server.Game.ConquerStructures.Society.Enemy() { ID = enemy.Entity.UID, Name = enemy.Entity.Name }); client.Send(new KnownPersons(true) { UID = enemy.Entity.UID, Type = KnownPersons.AddEnemy, Name = enemy.Entity.Name, Online = true }); Database.KnownPersons.AddEnemy(client, client.Enemy[enemy.Entity.UID]); } }
#endregion
this in Screen.cs
PHP Code:
public void SendScreen(Interfaces.IPacket buffer, bool self) { for (int c = 0; c < Objects.Count(); c++) { //For a multi threaded application, while we go through the collection //the collection might change. We will make sure that we wont go off //the limits with a check. if (c >= Objects.Count()) break; Interfaces.IMapObject _obj = Objects[c]; if (_obj == null) continue; if (_obj.UID != Owner.Entity.UID) { if (_obj.MapObjType == Game.MapObjectType.Player) { GameState client = _obj.Owner as GameState; if (Owner.WatchingGroup != null && client.WatchingGroup == null) continue; client.Send(buffer); } } }
if (self) Owner.Send(buffer); }
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10/14/2011, 21:34
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#4
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you can't compare an integer with a void function...you have to compare 2 numbers
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10/14/2011, 21:53
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#5
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Quote:
Originally Posted by ryuchetval
you can't compare an integer with a void function...you have to compare 2 numbers
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more explain please
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10/14/2011, 21:59
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#6
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change this (int c = 0; c < Objects.Count(); c++)
for (int c = 0; c < Objects.Length(); c++)
and if (c >= Objects.Count())
for if (c >= Objects.Length())
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10/14/2011, 22:14
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#7
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Quote:
Originally Posted by DontSpeakToMe
change this (int c = 0; c < Objects.Count(); c++)
for (int c = 0; c < Objects.Length(); c++)
and if (c >= Objects.Count())
for if (c >= Objects.Length())
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you see this error ?
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10/14/2011, 22:25
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#8
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ok then try to change ini for uint
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10/14/2011, 23:46
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#9
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Remove the () in the code.
Just Objects.Length;
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10/14/2011, 23:53
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#10
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elite*gold: 0
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Received Thanks: 14
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Quote:
Originally Posted by BaussHacker
Remove the () in the code.
Just Objects.Length;
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thanks , i`ll try
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