#include <cstdint>
in src/game/server/gamecontext.cpp and then it compiled ;) restart
client command now, so you can restart with that. Restarting doesn't work for me with Windowed and Windowed Fullscreen mode with Vulkan. Maybe it only happens on Windows though.restart
client command now, so you can restart with that. Restarting doesn't work for me with Windowed and Windowed Fullscreen mode with Vulkan. Maybe it only happens on Windows though. shell_execute
to start the client should be the last code we run (except on android)rustup override
is about directories, I think. maybe you set it for the wrong directory?rustup override
is about directories, I think. maybe you set it for the wrong directory? rustup show
also shows that the override appears to be active in that folderWORKING_DIRECTORY
Execute the command with the given current working directory. If it is a relative path it will be interpreted relative to the build tree directory corresponding to the current source directory.
Core was generated by
./DDRace64-Server_sql -f servers/8348.cfg'.
Program terminated with signal SIGSEGV, Segmentation fault.
#0 0x0000000000000000 in ?? ()
[Current thread is 1 (Thread 0x7fa765d5d100 (LWP 1956087))]
(gdb) bt
#0 0x0000000000000000 in ?? ()
#1 0x000055d4f7d403a1 in CDragger::LookForPlayersToDrag (this=this@entry=0x55d4fb2f2da0)
at /home/teeworlds/src/master/src/game/server/entities/dragger.cpp:153
#2 0x000055d4f7d405e5 in CDragger::Tick (this=0x55d4fb2f2d...0.7
<class: 'PacketHeader'>: {'flags': <class: 'PacketFlags7'>, 'ack': 204, 'token': b'KQ\xf0T', 'num_chunks': 85}
<class: 'CtrlClose'>: {'message_name': 'close', 'message_id': 4, 'reason': ' '}
rm core*
I guess I don't get to debugif(m_aNetClient[CONN_MAIN].State() != NET_CONNSTATE_ONLINE && m_aNetClient[CONN_MAIN].State() != NET_CONNSTATE_PENDING)
return NETSTATE_ONLINE;
NET_CONNSTATE..
to NETSTATE_..
and then State() is called and compared to NET_CONNSTATE_..
C++
int CNetClient::State()
{
if(m_Connection.State() == NET_CONNSTATE_ONLINE)
return NETSTATE_ONLINE;
if(m_Connection.State() == NET_CONNSTATE_OFFLINE)
return NETSTATE_OFFLINE;
return NETSTATE_CONNECTING;
}
We map from NETCONNSTATE to NETSTATE so it should also be compared against NETSTATE
Rc
s and Arc
s everywhere when some things like CCharacter
have shared ownership?Rc
s and Arc
s everywhere when some things like CCharacter
have shared ownership? Rc
s and Arc
s everywhere when some things like CCharacter
have shared ownership? Rc
Rc
CEntity
is one example, who really owns entities? Does CGameWorld
own all of them? Does the character own the projectiles they send? Does the player own the CCharacter
? It can technically be avoided by letting CGameWorld
own all of it and going through it whenever you need to access other things, but there is no guarantee that gets optimized nicely at allCEntity
is one example, who really owns entities? Does CGameWorld
own all of them? Does the character own the projectiles they send? Does the player own the CCharacter
? It can technically be avoided by letting CGameWorld
own all of it and going through it whenever you need to access other things, but there is no guarantee that gets optimized nicely at all tf
in the control systems toolbox