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Thread: Compiling From Source

  1. #11
    I actually tried compiling the three most recent commits (I happened to have downloaded each as you made updates) and all 3 fail in the same way for me (CriticalSection timeout) which is occuring basically as New Vegas starts up; it doesn't even have a chance to start loading the save file.

    Queue

  2. #12
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    OK, I'll try to reproduce again tomorrow. Can you tell me what you did comment out in vaultmp.dll code?

    Also, do you use the debug or release build?
    Last edited by foxtacles; 06-23-2012 at 11:37 PM.

  3. #13
    I've been compiling the release builds.

    In vaultmp.cpp I've been commenting out:

    line 269 which is
    AddToChat(data);

    lines 573 to 586 which are
    vaultgui = LoadLibrary("vaultgui.dll");
    and then the entire if/else block below it

    lines 681 to 692 which are
    string chat(GetQueue());
    and the if block below it

    ---

    I'm going to compile the debug builds and see if that makes a difference.

    Queue

  4. #14
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    Looks fine. Can you try the debug build? It will generate a log file, which might help me resolving the problem.

  5. #15
    Code :
    Vault-Tec Multiplayer Mod client debug log (0.1a snapshot "Gary 2")
    Connecting to server: 127.0.0.1|1770 (name: Queue, password: , game: Fallout New Vegas)
    Visit www.vaultmp.com for help and upload this log if you experience problems with the mod.
    -----------------------------------------------------------------------------------------------------
    [2012-06-23 16:08:43] Attached debug handler to API class
    [2012-06-23 16:08:43] Attached debug handler to VaultException class
    [2012-06-23 16:08:43] Attached debug handler to NetworkClient class
    [2012-06-23 16:08:43] Attached debug handler to Interface class
    [2012-06-23 16:08:43] Attached debug handler to Lockable class
    [2012-06-23 16:08:43] Attached debug handler to Reference class
    [2012-06-23 16:08:43] Attached debug handler to Object class
    [2012-06-23 16:08:43] Attached debug handler to Item class
    [2012-06-23 16:08:43] Attached debug handler to Container class
    [2012-06-23 16:08:43] Attached debug handler to Actor class
    [2012-06-23 16:08:43] Attached debug handler to Player class
    [2012-06-23 16:08:43] Attached debug handler to Game class
    [2012-06-23 16:08:43] Attached debug handler to GameFactory class
    [2012-06-23 16:08:43] New actor object created (ref: 00000014)
    [2012-06-23 16:08:43] Connection request accepted (127.0.0.1|1770)
    [2012-06-23 16:08:43] We were successfully authenticated (127.0.0.1|1770)
    [2012-06-23 16:08:43] Initiating vaultmp game thread...
    [2012-06-23 16:08:43] vaultmp process waked up (game patched)
    [2012-06-23 16:08:43] Threads 5 6 005c73c8 005c73d8
    [2012-06-23 16:08:48] 033371E8 (6SharedIbE) has been shared with key 00000001
    [2012-06-23 16:08:58] Thread 6 could not enter CriticalSection object 005C73D8, timeout of 5000ms reached (15CriticalSection)
    [2012-06-23 16:08:58] Thread 1 could not enter CriticalSection object 005C73C8, timeout of 5000ms reached (15CriticalSection)
    [2012-06-23 16:09:06] Send thread is going to terminate (ERROR)
    [2012-06-23 16:09:06] Reference 00000014 with base 00000007 and NetworkID 166634042497513785 (type: 6Player) to be destructed (033206D0)
    [2012-06-23 16:09:06] Player object destroyed (ref: 00000014)
    [2012-06-23 16:09:06] Network thread is going to terminate (ERROR)
    -----------------------------------------------------------------------------------------------------
    END OF LOG



















    Server debug log had nothing noteworthy since it worked as expected.

    Edit - CODE tags kinda screw post formatting, at least when viewing this forum with Opera.

    Queue
    Last edited by Queue; 06-24-2012 at 12:14 AM.

  6. #16
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    Hmmm, weird.

    Can you uncomment lines 48 and 49 of Interface.cpp and line 40 of Game.cpp, then run and upload the debug log again? Thanks!

  7. #17
    Code :
    Vault-Tec Multiplayer Mod client debug log (0.1a snapshot "Gary 2")
    Connecting to server: 127.0.0.1|1770 (name: Queue, password: , game: Fallout New Vegas)
    Visit www.vaultmp.com for help and upload this log if you experience problems with the mod.
    -----------------------------------------------------------------------------------------------------
    [2012-06-23 16:38:06] Attached debug handler to API class
    [2012-06-23 16:38:06] Attached debug handler to VaultException class
    [2012-06-23 16:38:06] Attached debug handler to NetworkClient class
    [2012-06-23 16:38:06] Attached debug handler to Interface class
    [2012-06-23 16:38:06] Attached debug handler to Lockable class
    [2012-06-23 16:38:06] Attached debug handler to Reference class
    [2012-06-23 16:38:06] Attached debug handler to Object class
    [2012-06-23 16:38:06] Attached debug handler to Item class
    [2012-06-23 16:38:06] Attached debug handler to Container class
    [2012-06-23 16:38:06] Attached debug handler to Actor class
    [2012-06-23 16:38:06] Attached debug handler to Player class
    [2012-06-23 16:38:06] Attached debug handler to Game class
    [2012-06-23 16:38:06] Attached debug handler to GameFactory class
    [2012-06-23 16:38:06] New actor object created (ref: 00000014)
    [2012-06-23 16:38:06] Connection request accepted (127.0.0.1|1770)
    [2012-06-23 16:38:06] We were successfully authenticated (127.0.0.1|1770)
    [2012-06-23 16:38:06] Initiating vaultmp game thread...
    [2012-06-23 16:38:06] Attached debug handler to CriticalSection object 005C73C8 (15CriticalSection)
    [2012-06-23 16:38:06] Attached debug handler to CriticalSection object 005C73D8 (15CriticalSection)
    [2012-06-23 16:38:06] vaultmp process waked up (game patched)
    [2012-06-23 16:38:06] Threads 5 6 005c73c8 005c73d8
     
    The following 2 lines repeat over and over for 24 megabytes worth of log file
    [2012-06-23 16:38:06] CriticalSection object 005C73C8 (15CriticalSection) locked by thread 6
    [2012-06-23 16:38:06] CriticalSection object 005C73C8 (15CriticalSection) unlocked by thread 6
    The previous 2 lines repeat over and over for 24 megabytes worth of log file
     
    [2012-06-23 16:38:12] Reference 00000014 with base 00000007 and NetworkID 126101647613529630 (type: 6Player) to be destructed (03320648)
    [2012-06-23 16:38:12] Player object destroyed (ref: 00000014)
    [2012-06-23 16:38:12] Network thread is going to terminate (ERROR)
    -----------------------------------------------------------------------------------------------------
    END OF LOG
























    Not much new aside from thread 6 locking and unlocking over and over for 5 seconds.

    Queue

  8. #18
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    Is the timeout error the same, too? Nothing else than those lock/unlock in the part you left out?
    Last edited by foxtacles; 06-24-2012 at 12:50 AM.

  9. #19
    Yes, sorry, I missed pasting the timeout message from the log file because it occured in the middle of the repeated locks/unlocks.

    Queue

  10. #20
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    Sorry, have to ask again: are there no other locks / unlocks (of the other object?). The deadlock should be reflected in the log, at least in theory.

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