Wäre schön, wenn du uns auch mitteilen würdest wie, da einige auf die selben Probleme stoßen könnten.
Erstellen von aliases server side (.shrc datei im root ordner):
alias gcc='gcc48 -std=c++11'
alias g++='g++48 -std=c++11'
- Denkt daran... Gcc48 muss installiert sein.
1. Uniwin einrichten:
2. Dir Mapping:
3. Alle files auf den Server laden + in den localen ordner
4. Codeblocks neues Projekt erstellen (empty project).
5. Links sollte das Management sein udn da sollten die Files sein.
Da gebt ihr oben den Pfad zu eurem Projekt ordner an und added dann alle Files mit rechtsklick in das Projekt. "Add to active Project" (Ordner gehen nicht).
This tool i've made for iMer's SDK can help you guys to improve your lib writing efficiency.
As an optimization, it caches the .cpp's size and for the next build . If the file size match this "soft" will skip the file and link with the old .o file.
It also supports server close and start and build clean option.
How to use this file?
Place the compile.py and toCompile.txt in your libs folder
Enter compile.py and make the settings.
Run in your ssh client:| python compile.py | and wait.
To make clean build?| python compile.py -clean |
In toCompile.txt you will add the new files that you will use in the project.
PS: Maybe i will add an real time scaner for project files, but i'm 0 to python and i need time.
Ps2: I renamed utils/hde/hde32.c to utils/hde/hde32.cpp for 100% compatibility.
Ps3: The file order from toCompile.txt can affect the c++ linker and the final result. (I'm not so sure.)
Edit:
Just use python compile.py -clean bcoz caching is an bad idea (my logic fault) - I will make cache to work only with files that are not edited everytime (classes from game, files from utils/lib).
BUMP & updated python project compiler whit the new cache feature.
- Also, you can post a little sample about how to acces or edit the guild/char exp tables ?
- And another question ? Is there a way to modify the db cache lib to fetch the item/mob name according to an account collum in the sql ? (account -> account -> lang or player -> player -> lang)
For example the item proto may have additional collums like: en, de, pl, ro an so on (where we can store the item/mob name in different langs) making possible a 100% multinational server.
BUMP & updated python project compiler whit the new cache feature.
- Also, you can post a little sample about how to acces or edit the guild/char exp tables ?
I havent looked at it yet, but you should be able to just take the pointer to the table, find outs it's type and then do something like this:
datatype = the type of data
0x123 = the address
datatype* guild_exp_table=(datatype*)0x123;
and then use it like you would normally.
Quote:
Originally Posted by ionutxp
- And another question ? Is there a way to modify the db cache lib to fetch the item/mob name according to an account collum in the sql ? (account -> account -> lang or player -> player -> lang)
For example the item proto may have additional collums like: en, de, pl, ro an so on (where we can store the item/mob name in different langs) making possible a 100% multinational server.
You'd have to edit the code for sending/recieving the proto structures db->game for that, so it'll be a shitton of work.
It might be faster to just load the names for each game and edit all the functions where the item name is shown to pick a name based on the characters language (basically only item pickup?)
Guys i'm with a problem compiling with EasySDKcompiler.rar from ionutxp. It compiles everthing well less this file "/utils/hde/hde32.cpp" i already renamed the hd32.c to cpp then a lot of errors appears.