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» SmaugMuds.org » General » Coding » Error saving player files
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Error saving player files
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Post is unread #1 Jul 16, 2002, 7:37 am
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Guest - (Unregistered)

This is odd.

I installed lockers snippet yesterday.

After I did that I had a player tell me to look at his inventory.
He had like 1000 balls of light in his inventory.

Today I was getting an error when players tried to save.
Log: [*****] BUG: Error writing temp file for ../player/d/Dasaern -- not copying
Log: [*****] LAG: Dasaern: save (R:10319 S:9.182158)

The player quit and relogged filling my systems bug file with........

Log: [*****] BUG: Fread_obj: too many layers 0
Log: [*****] FILE: ../player/d/Dasaern LINE: 3653
Log: [*****] BUG: Equip_char: already equipped (17).

Im sure its from the lockers snippet, but I cant imagine what as I followed it exactly.

Thanks for the help.

I figured out what the problem was. As usual for me anyways I was rushing it. I had 2 versions of his locker snippet and they conflicted.

This is where you get lockers

Post is unread #2 Jul 16, 2002, 7:57 am
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Guest - (Unregistered)

Erm.. okay.. Never seen the snippet in my life so time for some guesswork.

The lag on saving is probably because you are talking about a large number of objects (a 1000 though.. hrm..), this'll just be simply the sheer amount of disk I/O it has to perform (I've managed to generate a 59Meg pfile once due to badly setup linked lists before Although this save lag may be more down to how the objects are stored because...

..the load routine is complaining about what seems to be loading the same object over and over, into the same equip location with the same layer, same status etc.. So while they are duplicates they appear to be trying to be EXACTLY the same object (same wear loc for example, thus the already equipped message).

If you are storing the locker with the pfile (which makes sense) and reloading the information, is this information being tied into the inventory list? is it being linked in properly? Is something nasty like a circular entry in the list being created? (Its possible, only takes a small typo with the loop being broken by some form of prevention mechanism (I dunno if you have one built in, or whatever..).

I'd flush the pfile of all objects (locker and not so) and try to reproduce the problem. Watching how the object lists save and load and see if the logic is alright.

This is all conjecture based on how I'd approach the problem, if you can point me towards the snippet I can prolly work something better out, unless someone else beats me to it
Post is unread #3 Jul 16, 2002, 12:31 pm
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JoinedJul 12, 2002

I am interested in this too as i would like to add this snippet. Where did you get it from?
Post is unread #4 Jul 22, 2002, 6:04 am
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JoinedJul 26, 2005

One place to find the snippet is here. I haven't even looked at this one to much.

Another one can be found here.

And another one here.

I think the last two are the same not sure. I used the last one when I installed lockers awhile back. You will have to modify them some but over all its a good start.
Post is unread #5 Jul 22, 2002, 2:05 pm
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Black Hand
JoinedJan 1, 2002

Or if you're feeling adventurous, you could download a copy of Resortmud 4 and pluck the locker code from it. They're using one of those 2 versions. I forget which. But Senir had debugged this awhile back so it should work
Can't find a link to it at the moment though. It must have been taken offline for some reason.
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