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PostPosted: Sat Nov 04, 2006 8:35 pm 
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Alright, again with the stupid byte array problems. when i send a map to the server, it doesn't save. i did an

aLen(Getplayermap(myindex))

on both (with the index change on the server), and the client outputs

64

while the server outputs

60

i believe that is the problem, but i don't know what could be causing it... all of the recs match up. :evil:

anyone have any ideas?

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PostPosted: Sat Nov 04, 2006 8:58 pm 
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How would any of us be able to tell what you did wrong with what you provided unless we were psychic?

Gotta say more...


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PostPosted: Sat Nov 04, 2006 9:12 pm 
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erm... alright.

what exactly are you looking for? i mean it sends the entire rec from the client to the server, the client sends 64, and the server picks up 60.

here's the tile and maprec for the client, and then the sub that sends the data to the server.

Code:
Type TileRec
    Ground As Integer
    Mask As Integer
    Anim As Integer
    Mask2 As Integer
    M2Anim As Integer
    Fringe As Integer
    FAnim As Integer
    Fringe2 As Integer
    F2Anim As Integer
    Type As Byte
    Data1 As Integer
    Data2 As Integer
    Data3 As Integer
    String1 As String
    String2 As String
    String3 As String
End Type

Type MapRec
    MapName(NAME_LENGTH - 1) As Byte
    Revision As Long
    Moral As Byte
    Up As Integer
    Down As Integer
    Left As Integer
    Right As Integer
    Music As Byte
    BootMap As Integer
    BootX As Byte
    BootY As Byte
    IsIndoors As Byte
    IsBank As Byte
    IsHall As Byte
    Tile() As TileRec
    Npc(1 To MAX_MAP_NPCS) As Byte
End Type



Sub SendMap()
Dim Buffer() As Byte

    Buffer = FillBuffer(VarPtr(Map(GetPlayerMap(MyIndex))), LenB(Map(GetPlayerMap(MyIndex))))
   
    MsgBox aLen(Buffer) ' Shows 64.... server shows 60
    Call SendDataNew(Buffer, SMsgMapData)
End Sub




Here's the stuff from the server:

Code:


Type TileRec
    Ground As Integer
    Mask As Integer
    Anim As Integer
    Mask2 As Integer
    M2Anim As Integer
    Fringe As Integer
    FAnim As Integer
    Fringe2 As Integer
    F2Anim As Integer
    Type As Byte
    Data1 As Integer
    Data2 As Integer
    Data3 As Integer
    String1 As String
    String2 As String
    String3 As String
End Type

Type MapRec
    MapName(NAME_LENGTH - 1) As Byte
    Revision As Long
    Moral As Byte
    Up As Integer
    Down As Integer
    Left As Integer
    Right As Integer
    Music As Byte
    BootMap As Integer
    BootX As Byte
    BootY As Byte
    IsIndoors As Byte
    IsBank As Byte
    IsHall As Byte
    Tile() As TileRec
    Npc(1 To MAX_MAP_NPCS) As Byte
End Type





Private Sub HandleMapData(ByVal Index As Long, ByVal StartAddr As Long, ByVal ByteLen As Long, ByVal ExtraVar As Long)
Dim Buffer() As Byte
Dim i As Long, MapNum As Integer
Dim nMap As MapRec
 
  If HasAccess(Index, ADMIN_MAPPER) = 0 Then Exit Sub
 
  Buffer = FillBuffer(StartAddr, ByteLen)
  MapNum = GetPlayerMap(Index)
 
 
  'ReDim Map(MapNum).Tile(0 To MAX_MAPX, 0 To MAX_MAPY) As TileRec
 
  MsgBox Len(Map(MapNum))
  Call CopyMemory(nMap, Buffer(0), aLen(Buffer))
  debug.print "passed this point!"
  Map(MapNum) = nMap
 
  Call SendMapNpcsToMap(MapNum)
  Call SpawnMapNpcs(MapNum)
 
  'Save the map
  Call SaveMap(MapNum)
 
  'Refresh map for everyone online
  For i = 1 To MAX_PLAYERS
    If IsPlaying(i) And GetPlayerMap(i) = MapNum Then
      Call PlayerWarp(i, MapNum, GetPlayerX(i), GetPlayerY(i))
    End If
  Next
End Sub
[/code]

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Last edited by Obsidian on Sat Nov 04, 2006 9:16 pm, edited 1 time in total.

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PostPosted: Sat Nov 04, 2006 9:16 pm 
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I don't know...but its not like you're saying anything. Maybe how its sent and received...because thats the code you're having problems with...


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PostPosted: Sat Nov 04, 2006 9:17 pm 
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updated that post, maybe that can help?

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PostPosted: Sat Nov 04, 2006 9:29 pm 
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Um...you use Len instead of aLen...I dunno if that makes a difference.
I assume the ByteLen variable is also 60?
Maybe its a problem in your handleData...before the HandleMapData gets called.


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PostPosted: Sun Nov 05, 2006 2:56 pm 
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Shouldn't:
Code:
Buffer = FillBuffer(VarPtr(Map(GetPlayerMap(MyIndex))), LenB(Map(GetPlayerMap(MyIndex))))
be
Code:
Buffer = FillBuffer(VarPtr(Map(GetPlayerMap(MyIndex))), Len(Map(GetPlayerMap(MyIndex))))
?

Not 100% sure on that... But it was working 100% in KoC... whose files I no longer have, since my computer failed to boot up one day.. ;)


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PostPosted: Sun Nov 05, 2006 3:29 pm 
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I notice you us MsgBox alen() on the client side, and MsgBox len() on the server side...

Have you tried messing around with switching LenB() aLen() and Len() around with eachother?


Here's my code, client side SendMap()
Code:
Public Sub SendMap()
Dim Buffer() As Byte

    Buffer = ""
    Buffer = AddLongToBuffer(Buffer, Player(MyIndex).Map)
    Buffer = AddToBuffer(Buffer, VarPtr(Map), LenB(Map))

    Call SendDataNew(Buffer, SMsgMapData)
End Sub


Server Side HandleMapData:
Code:
Private Sub HandleMapData(ByVal Index As Long, ByVal StartAddr As Long, ByVal ByteLen As Long, ByVal ExtraVar As Long)
    Dim Buffer() As Byte
    Dim Mapnum As Integer
    'Dim nMap As MapRec
    Dim i As Integer, X As Long, Y As Long
 
    If HasAccess(Index, ADMIN_MAPPER) = 0 Then Exit Sub
   
    'Call ClearMapNpcs
    'Call ClearMapItems
     
    Buffer = ""
    Buffer = FillBuffer(StartAddr, ByteLen)
    Mapnum = GetLongFromBuffer(Buffer, True)
   
    'Debug.Print aLen(Buffer)
   
    'Debug.Print "Start = " & Buffer(LBound(Buffer))
    'Debug.Print "End  = " & Buffer(UBound(Buffer))

   
    'Call CopyMemory(ByVal VarPtr(Map(MapNum)), ByVal VarPtr(Buffer(0)), aLen(Buffer))
    'Debug.Print "Sizeof: Map(" & MapNum & "): " & LenB(Map(MapNum)) & vbCrLf & "Sizeof: Buffer: " & aLen(Buffer)
    Call CopyMemory(ByVal VarPtr(Map(Mapnum)), Buffer(0), aLen(Buffer))

   For i = 1 To MAX_MAP_NPCS
        tStr = tStr & " " & STR(Map(Mapnum).Npc(i))
    Next i
    Debug.Print "NPC's that we recieve from the client: " & tStr
   
    'Spawn NPCs
    Call RewriteMapNPCs(Mapnum)
    Call SendMapNpcsToMap(Mapnum)
    Call SpawnMapNpcs(Mapnum)
   
    'Save the map
    Call SaveMap(Mapnum)
   
    'Refresh map for everyone online
    For i = 1 To MAX_PLAYERS
        If IsPlaying(i) And GetPlayerMap(i) = Mapnum Then
            Call PlayerWarp(i, Mapnum, GetPlayerX(i), GetPlayerY(i))
        End If
    Next
End Sub



AS FAR AS I KNOW, this code WAS working in Valkoria, before I messed up other stuff. As you can see from the comments, I had some troubles of my own. We managed to get through it... it was tough though.



Here's my UDTs for reference.
Code:
Type MapRec
    Name As String * NAME_LENGTH
    'MapName() As Byte
    Revision As Long
    Moral As Byte
    Up As Integer
    Down As Integer
    Left As Integer
    Right As Integer
    Music As Byte
    BootMap As Integer
    BootX As Byte
    BootY As Byte
    Shop As Byte
    Indoors As Byte '40
    Tile(0 To MAX_MAPX, 0 To MAX_MAPY) As TileRec '15 per, 15x11
    Npc(1 To MAX_MAP_NPCS) As Byte
End Type

Type TileRec
    Ground As Integer
    Mask As Integer
    Anim As Integer
    Fringe As Integer
    Type As Byte
    Data1 As Integer
    Data2 As Integer
    Data3 As Integer
End Type

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PostPosted: Sun Nov 05, 2006 10:14 pm 
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Gah, now when i try to send the map, it crashes the VB6 that's running the server... what the hell :?

Client Send Code
Code:
Public Sub SendMap()
Dim Buffer() As Byte
 
  Buffer = FillBuffer(VarPtr(Map), LenB(Map))
 
  Call SendDataNew(Buffer, SMsgMapData)
End Sub


Server Receive Code
Code:
Private Sub HandleMapData(ByVal Index As Long, ByVal StartAddr As Long, ByVal ByteLen As Long, ByVal ExtraVar As Long)
  Dim Buffer() As Byte
  Dim i As Long, MapNum As Integer
  Dim nMap As MapRec
 
  If HasAccess(Index, ADMIN_MAPPER) = 0 Then Exit Sub
 
  Buffer = FillBuffer(StartAddr, ByteLen)
  MapNum = GetPlayerMap(Index)
 
  'MsgBox Len(Map(MapNum))
  Call CopyMemory(nMap, Buffer(0), aLen(Buffer))
  Map(MapNum) = nMap
 
  Call SendMapNpcsToMap(MapNum)
  Call SpawnMapNpcs(MapNum)
 
  'Save the map
  Call SaveMap(MapNum)
 
  'Refresh map for everyone online
  For i = 1 To MAX_PLAYERS
    If IsPlaying(i) And GetPlayerMap(i) = MapNum Then
      Call PlayerWarp(i, MapNum, GetPlayerX(i), GetPlayerY(i))
    End If
  Next
End Sub


Those were straight from the MS code that verrigan converted as an example or whatever. But it just brings up that stupid microsoft "error report" screen or whatever.

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PostPosted: Sun Nov 05, 2006 10:17 pm 
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Watch out when you use CopyMemory, you'll break stuff fast if you dont use it right.

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PostPosted: Sun Nov 05, 2006 10:19 pm 
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okay that's what i thought. hmmm i'm going to try to play around a bit more with that then

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PostPosted: Sat Feb 04, 2023 9:11 am 
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PostPosted: Tue Mar 07, 2023 5:39 pm 
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