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Post is unread #1 Mar 20, 2006, 6:39 am
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Tranin

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JoinedMar 16, 2006

Alright, well, I went through the instructions the first time the best I could(some things aren't the same, I'm assuming because I'm using SWR) and when I was done, it wouldn't compile. So, I'm going through it again, and hoping it goes better this time. The instructions say
3. Open mud.h and find the struct for descriptor_data.

   Add the following 2 lines to the end:

   int ifd;
   pid_t ipid;

   Then find the following section:

/*
 * Structure for extended bitvectors -- Thoric
 */
struct extended_bitvector
{
    unsigned int		bits[XBI]; /* Needs to be unsigned to compile in Redhat 6 - Samson */
};

   Directly below that, add:

#include "dns.h"


the first part, no problem, however, there is no struct extended_bitvector. I'm confused as to why we are putting #include "dns.h" somewhere in the middle of the file, or if it even matters. I thought you wanted your include statements at the top of your code. I just put it at the top last time, I think I'm going to go with that for now, and if it's not correct, I can move it later. This is only the first of several issues I believe. I'm sure I'll post another question or two in a little while.

Any help is greatly appreciated.
       
Post is unread #2 Mar 20, 2006, 6:44 am
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Samson
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In some things it doesn't matter where the include goes. DNS may be one of those things. If the include works at the top of the file and doesn't complain, then go ahead and move it there.

Alot of the snippets still need updating, but there aren't enough hours in the day to devote to working on them when they "just work", so for now one just needs to be a bit adaptable, especially when installing them in something other than Smaug.
       
Post is unread #3 Mar 20, 2006, 8:26 am   Last edited Mar 20, 2006, 8:43 am by Tranin
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Tranin

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Well, I guess I finally answered my own question. It *DID* cause a problem for it to be at the top, I just put it after the section for each c file, and then it all compiled seems to be working, I can log in without any lag, YAY!

However, I'll work on this a bit myself to see if I can figured it out, but now there are a bunch of bugs in my area resets, all object related, and olist wont work in any area. At this point I'm just gonna try moving the #include "dns.h" around more as I think this could be the problem, unless you have any other ideas, I'll let you know if it worked.
       
Post is unread #4 Mar 20, 2006, 9:05 am
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Tranin

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Well...I moved the include all the way to the BOTTOM of mud.h, it still compiles fine, and everything other than the object issue seems to be working. I don't really understand how installing this could have cause the problem I'm experiencing...so I'm kind of at a loss here.
       
Post is unread #5 Mar 20, 2006, 10:02 am
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Tranin

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Well...I think I got it!! After further consideration, I moved the load_dns() down further in the boot_db function and that seemed to take care of it!
       
Post is unread #6 Mar 21, 2006, 5:21 am
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Tranin

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Shortly after I posted my last message yesterday, I figured out what was happenening, I spent quite a bit of time trying to figure out WHY before posting again, and was unable to pinpoint why its happening. Here is whats happening, anytime a connection to the mud is made, all the objects in the mud cease to exist. They don't have to actually log in, just the initial connection to the mud make all the objects cease to exist. I know this for two reasons, first, olist stops working, when you do olist, you get back nothing, secondly, the mud starts reporting tons of reset errors. Its not affecting mobs or rooms, and I can't see in the modifications that I've made what could be causing the objects to just dissapear. Any ideas?
       
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