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From: Mark P N. <Mark@Neyersoftware.com> - 2004-05-12 00:55:58
|
That did it! Thanks for your help. Mark Frohnmayer wrote: > Have you tried running in the debugger? > > Make sure that in your C++ compiler options you enable RTTI - this may > be causing the crash. > > - Mark > > Mark P Neyer wrote: > >> Hi, >> I downloaded OpenTNL, and I have sucessfully compiled all of the >> included programs, and they work fine. My problem is that when I try >> to compile an example program, it compiles just fine, but then I get >> 'abnormal program termination' errors. I am compiling with MSVC.NET >> 2003. For example, in the 'Hello World' program, the program starts >> and runs fine untill it hits either of these two lines: >> >> theNetInterface->processConnections(); >> Platform::sleep(1); >> >> If I conment them both out, then there is no problem. I don't run >> into this issue when I compile the example projects. What do you >> think would cause this problem ? If this isn't the right place to >> send this message, where is? >> Mark P Neyer >> >> >> ------------------------------------------------------- >> This SF.Net email is sponsored by Sleepycat Software >> Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to >> deliver >> higher performing products faster, at low TCO. >> http://www.sleepycat.com/telcomwpreg.php?From=osdnemail3 >> _______________________________________________ >> Opentnl-general mailing list >> Ope...@li... >> https://lists.sourceforge.net/lists/listinfo/opentnl-general > > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by Sleepycat Software > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > deliver > higher performing products faster, at low TCO. > http://www.sleepycat.com/telcomwpreg.php?From=osdnemail3 > _______________________________________________ > Opentnl-general mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opentnl-general > > |
From: Mark F. <ma...@ga...> - 2004-05-11 20:58:03
|
Have you tried running in the debugger? Make sure that in your C++ compiler options you enable RTTI - this may be causing the crash. - Mark Mark P Neyer wrote: > Hi, > I downloaded OpenTNL, and I have sucessfully compiled all of the > included programs, and they work fine. My problem is that when I try > to compile an example program, it compiles just fine, but then I get > 'abnormal program termination' errors. I am compiling with MSVC.NET > 2003. For example, in the 'Hello World' program, the program starts > and runs fine untill it hits either of these two lines: > > theNetInterface->processConnections(); > Platform::sleep(1); > > If I conment them both out, then there is no problem. I don't run > into this issue when I compile the example projects. What do you think > would cause this problem ? If this isn't the right place to send this > message, where is? > Mark P Neyer > > > ------------------------------------------------------- > This SF.Net email is sponsored by Sleepycat Software > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to > deliver > higher performing products faster, at low TCO. > http://www.sleepycat.com/telcomwpreg.php?From=osdnemail3 > _______________________________________________ > Opentnl-general mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opentnl-general |
From: Mark P N. <ne...@cs...> - 2004-05-11 20:43:37
|
Hi, I downloaded OpenTNL, and I have sucessfully compiled all of the included programs, and they work fine. My problem is that when I try to compile an example program, it compiles just fine, but then I get 'abnormal program termination' errors. I am compiling with MSVC.NET 2003. For example, in the 'Hello World' program, the program starts and runs fine untill it hits either of these two lines: theNetInterface->processConnections(); Platform::sleep(1); If I conment them both out, then there is no problem. I don't run into this issue when I compile the example projects. What do you think would cause this problem ? If this isn't the right place to send this message, where is? Mark P Neyer |
From: Mark F. <ma...@ga...> - 2004-05-11 02:55:43
|
Benjamin Deutsch wrote: > So this is an alternative to > NetObject::mNetFlags.set(ScopeAlways | Ghostable); > or is there still a difference? If so, I assume that while GhostAlways > objects are always sent first, this is not the case for ScopeAlways > objects? And can I add GhostAlways objects later on? Well, GhostAlways is supposed to be the same as ScopeAlways, but the code is a little broken at the moment. I think I'm going to make mNetFlags private, and make access to those fields through accessor functions - setGhostable(bool ghostable); setScopeAlways(bool scopeAlways); to limit confusion. - Mark |
From: Benjamin D. <be...@fi...> - 2004-05-10 21:32:58
|
Hi again, > There is currently no way to tell the GhostConnection that an object is > out of scope but should not be deleted. If you have a lot of static > instance data that is sent with the creation of the ghosts, it might > make sense to send that data over as events, and then just use a token > value as a lookup for that data. On the whole, however, it's really not > that much overhead to create a new ghost as opposed to updating an > existing one. The ghosting system uses log2(total netobject classes) > bits to send a class id, so even if you have 64 different NetObject > classes you'll only be spending 6 extra bits to create the new object. Good to hear that. My plan was to use initial events or something similar to create all (non-TNL) "player objects" when a client connects. The TNL NetObjects would then also contain the player ID (which only changes on ghost creation), allowing the first packUpdate call to hook the NetObject into the correct player object. Actually, it'll be fun to try out safe pointers for this, I haven't seen this idea before, but it sounds terrific. > GhostAlways objects are objects that are always in scope. They are sent > to each client before any other objects are ghosted. So this is an alternative to NetObject::mNetFlags.set(ScopeAlways | Ghostable); or is there still a difference? If so, I assume that while GhostAlways objects are always sent first, this is not the case for ScopeAlways objects? And can I add GhostAlways objects later on? > I would still use the NetObject framework for projectiles - the overhead > of creation is very low and you have the added benefit that projectiles > can be prioritized along with all the other NetObjects that are > currently in scope. Thanks, this does make sense. In fact, projectiles probably stand to benefit more from ghosting than the objects I mentioned above, since they are more or less anonymous, so tracking them around scoping loss is unnecessary. Bye, Benjamin |
From: Mark F. <ma...@ga...> - 2004-05-10 20:06:09
|
Benjamin Deutsch wrote: > 1) If I understand correctly, gosts are created "on demand" on the > clients. If an object falls out of scope, however, it is possible that > the client-side version is deleted, right? In my game, however, each > client basically knows of all the ghostable objects anyway, so > deleting and reallocating seems kind of like a waste. Is there a way > to avoid this, and just tell a ghost "you've fallen out of scope (at this > timestamp), so forget about getting updates for now"?. There is currently no way to tell the GhostConnection that an object is out of scope but should not be deleted. If you have a lot of static instance data that is sent with the creation of the ghosts, it might make sense to send that data over as events, and then just use a token value as a lookup for that data. On the whole, however, it's really not that much overhead to create a new ghost as opposed to updating an existing one. The ghosting system uses log2(total netobject classes) bits to send a class id, so even if you have 64 different NetObject classes you'll only be spending 6 extra bits to create the new object. > > Incidently, what's with the "GhostAlways" methods? They're not really > documented. GhostAlways objects are objects that are always in scope. They are sent to each client before any other objects are ghosted. Zap uses ghost always objects for the current game type as well as the barriers surrounding the level. > 2) There will be bullets / shots from one player to another, which are > created at one point in the world, travel in real time, and then are > destroyed. The server takes care of these, and informs the clients > about creation and destruction. Since the state of each shot (time > created, direction and speed of travel) don't change, I assume a > NetObject / ghost is overkill. My idea wold be to implement these in a > NetEvent, as a list of current create/destroy sub-events, and send > them GuaranteedOnly. I may have to add my own scoping, but that's not > so important now. I would still use the NetObject framework for projectiles - the overhead of creation is very low and you have the added benefit that projectiles can be prioritized along with all the other NetObjects that are currently in scope. > My question is: how are other people handling such "linear unchanging > objects"? Is the use of ghosts fast/convenient enough that I should > consider them? Or is there another, even better way? See Zap's projectile.cpp/.h as an example of this. |
From: Benjamin D. <be...@fi...> - 2004-05-10 19:29:18
|
Hello list, I'm currently trying to find my way around OpenTNL. It seems perfect for my game project, but I've basically got two questions: 1) If I understand correctly, gosts are created "on demand" on the clients. If an object falls out of scope, however, it is possible that the client-side version is deleted, right? In my game, however, each client basically knows of all the ghostable objects anyway, so deleting and reallocating seems kind of like a waste. Is there a way to avoid this, and just tell a ghost "you've fallen out of scope (at this timestamp), so forget about getting updates for now"?. Incidently, what's with the "GhostAlways" methods? They're not really documented. 2) There will be bullets / shots from one player to another, which are created at one point in the world, travel in real time, and then are destroyed. The server takes care of these, and informs the clients about creation and destruction. Since the state of each shot (time created, direction and speed of travel) don't change, I assume a NetObject / ghost is overkill. My idea wold be to implement these in a NetEvent, as a list of current create/destroy sub-events, and send them GuaranteedOnly. I may have to add my own scoping, but that's not so important now. My question is: how are other people handling such "linear unchanging objects"? Is the use of ghosts fast/convenient enough that I should consider them? Or is there another, even better way? Thanks for everyone's input! Benjamin |
From: MilesTeg <mil...@ne...> - 2004-05-06 13:59:20
|
>Hello guys, > >I'd like to use TNL in my game. But I noticed that as soon as I include a >STL header to one of my file nothing compiles. >There's a line in tnlType.h which mess with the new operator that seems to cause the trouble. > >I'd like to know if there's a way to use the STL header files at the same time than TNL because the scenegraph of my game uses STL alot. > hi, i have got a similar problem , the solution is to simply add #define __PLACEMENT_NEW_INLINE before the stl headers Regards, Miles |
From: Mark F. <ma...@ga...> - 2004-05-04 17:51:57
|
> Try1 error LNK2005: ___xc_z already defined in MSVCRTD.lib(cinitexe.obj) > > I've set my code generation to multithreaded debug dll, as that's what > the tnltest application is using too. > > Is there a magic fix for this one too? > > Bye, Lucas I've seen these link type errors. In the test application TNLTest we set the ignore default library in the linker input settings to MSVCRT,LIBCD |
From: Mark F. <ma...@ga...> - 2004-05-04 17:50:19
|
Jean-Francois Lévesque wrote: >Hello, > > > >>//inline void* operator new(size_t size, void* ptr) { return ptr; } >>#include <new> >> >> >> > >Someone told me on the Torque chat that I would then disable the TNL memory manager? > > There is no TNL memory manager. There's one in Torque, but TNL just uses the standard one. - Mark |
From: Lucas M. <lu...@ma...> - 2004-05-04 16:12:11
|
Mark Frohnmayer wrote: > Try removing the stdafx.h line. It may be including the <new> header > file which conflicts with that line in tnlTypes.h. Or you could grab > the latest from CVS which should have the fix already in tnlTypes.h. Thanks Mark, removing the stdafx.h line did the trick. It's now complaining about a lot of things already being defined in MSVCRTD.lib. They all look like these: Try1 error LNK2005: ___xc_z already defined in MSVCRTD.lib(cinitexe.obj) I've set my code generation to multithreaded debug dll, as that's what the tnltest application is using too. Is there a magic fix for this one too? Bye, Lucas |
From: Jarrod R. <ja...@ve...> - 2004-05-04 15:41:22
|
Mark Frohnmayer wrote: > Hey Jarrod, > > Are you doing VOIP stuff? I was thinking that it would make a lot of > sense to do a sort of standard example for TNL that did VOIP using > HawkVoice or some other open source voice codec. Not sure if you're > interested, but I think it will have a lot of applicability for a lot > of projects. > I want to do VOIP eventually. I was just going to try and get streaming audio from a file working first. Other things I need is rsync like file patching using what I call "trickle down" delivery. Delivering new content while the client is "idle". |
From: Mark F. <ma...@ga...> - 2004-05-04 15:23:22
|
> unguaranteed audio thanks for the response. Hey Jarrod, Are you doing VOIP stuff? I was thinking that it would make a lot of sense to do a sort of standard example for TNL that did VOIP using HawkVoice or some other open source voice codec. Not sure if you're interested, but I think it will have a lot of applicability for a lot of projects. |
From: Mark F. <ma...@ga...> - 2004-05-04 15:20:09
|
Try removing the stdafx.h line. It may be including the <new> header file which conflicts with that line in tnlTypes.h. Or you could grab the latest from CVS which should have the fix already in tnlTypes.h. - Mark Lucas Meijer wrote: > Hi, > > I'm using visual studio .net, and am getting a compile error when > trying to build the hello world tutorial on the website. > The sample code provided with in the download does compile. > > The error is in tnlTypes.h, and complains about a redefenition of the > new operator: > > \tnl\tnlTypes.h(39): error C2084: function 'void *operator > new(size_t,void *) throw()' already has a body > > I'm sure it's a project seting somewhere, but I can't figure out which > one. This is a win32 command line application, (winxp). I have no code > at all, I'm only including these: > > #include "stdafx.h" > #include "tnl.h" > #include "tnlEventConnection.h" > #include "tnlNetInterface.h" > #include "tnlRPC.h" > #include <stdio.h> > > Thanks, Lucas > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle > 10g. Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Opentnl-general mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opentnl-general |
From: Lucas M. <lu...@ma...> - 2004-05-04 15:13:16
|
Hi, I'm using visual studio .net, and am getting a compile error when trying to build the hello world tutorial on the website. The sample code provided with in the download does compile. The error is in tnlTypes.h, and complains about a redefenition of the new operator: \tnl\tnlTypes.h(39): error C2084: function 'void *operator new(size_t,void *) throw()' already has a body I'm sure it's a project seting somewhere, but I can't figure out which one. This is a win32 command line application, (winxp). I have no code at all, I'm only including these: #include "stdafx.h" #include "tnl.h" #include "tnlEventConnection.h" #include "tnlNetInterface.h" #include "tnlRPC.h" #include <stdio.h> Thanks, Lucas |
From: Jarrod R. <ja...@ve...> - 2004-05-04 14:31:41
|
Mark Frohnmayer wrote: > What kind of data are you streaming? If it's unguaranteed, you can > either send it as events, as RPCs, or you can tag it on to each packet > directly in a connection's overloaded writePacket/readPacket calls. > If it's a guaranteed data stream, I'd recommend using either events or > RPCs of ByteBuffers (easiest). > > You would want to derive your own connection class from either > EventConnection or GhostConnection and then add the RPCs or the > appropriate read/write packet there. > > - Mark unguaranteed audio thanks for the response. |
From:
<j-f...@gl...> - 2004-05-04 11:33:45
|
Hello, > //inline void* operator new(size_t size, void* ptr) { return ptr; } > #include <new> > Someone told me on the Torque chat that I would then disable the TNL memory manager? |
From: Mark F. <ma...@ga...> - 2004-05-04 05:33:42
|
What kind of data are you streaming? If it's unguaranteed, you can either send it as events, as RPCs, or you can tag it on to each packet directly in a connection's overloaded writePacket/readPacket calls. If it's a guaranteed data stream, I'd recommend using either events or RPCs of ByteBuffers (easiest). You would want to derive your own connection class from either EventConnection or GhostConnection and then add the RPCs or the appropriate read/write packet there. - Mark Jarrod Roberson wrote: > could someone point me in the right direction on what would be the > most appropriate mechanism to stream something like audio as a > contrived example in real time? > which classes would suit this the best? > do they exist? > if not where would be the best 'plugin point' in the code? > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle > 10g. Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Opentnl-general mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opentnl-general |
From: Mark F. <ma...@ga...> - 2004-05-04 05:26:29
|
Jean-Francois Lévesque wrote: >Hello guys, > >I'd like to use TNL in my game. But I noticed that as soon as I include a >STL header to one of my file nothing compiles. >There's a line in tnlType.h which mess with the new operator that seems to cause the trouble. > >I'd like to know if there's a way to use the STL header files at the same time than TNL because the scenegraph of my game uses STL alot. > It should work to just replace the overloaded operator new in tnlTypes.h with an include of the STL new - like so: //inline void* operator new(size_t size, void* ptr) { return ptr; } #include <new> |
From: Jarrod R. <ja...@ve...> - 2004-05-04 03:53:32
|
could someone point me in the right direction on what would be the most appropriate mechanism to stream something like audio as a contrived example in real time? which classes would suit this the best? do they exist? if not where would be the best 'plugin point' in the code? |
From:
<j-f...@gl...> - 2004-05-04 01:41:44
|
Hello guys, I'd like to use TNL in my game. But I noticed that as soon as I include a STL header to one of my file nothing compiles. There's a line in tnlType.h which mess with the new operator that seems to cause the trouble. I'd like to know if there's a way to use the STL header files at the same time than TNL because the scenegraph of my game uses STL alot. Thanks Jeff |
From: Ben G. <be...@ga...> - 2004-04-29 07:01:58
|
Howdy, I've uploaded both a treeview-empowered set of docs and a plain old HTML set to the SourceForge server. You can get to them from <http://www.opentnl.org/docs.php>. I have a cron script set to update the docs every night around midnight, so we should always have the most recent docs up there. I leave it to you guys to generate docs for more specific revisions if the mood strikes you. ;) If there is a need I can maintain images of the docs from earlier versions but at this point I don't think it's necessary. Maybe once we hit 3.0.0... Anyway, hope you find the docs useful. If you encounter any inaccuracies or snafus, please let me know. Thanks, Ben Garney |
From: Markus N. <nu...@gm...> - 2004-04-29 06:20:10
|
Hey thanks, that was the problem. I think the "Hello World" tutorial could need a short paragraph on compiler and linker settings. It also took me some time to find out that I had to link with winsock. -- Markus -------------------- Subject: Re: [Opentnl-general] Problems with NetConnetionRep::create() Date: Wed, 28 Apr 2004 11:04:06 -0400 Reply-To: ope...@li... Greetings! Did you remember to enable RTTI? I'd forgotten to do that when I first compiled the simpleNet program and had the crash in the same location. One of those "oh ya" moments. - Dave http://www.gnometech.com -- NEU : GMX Internet.FreeDSL Ab sofort DSL-Tarif ohne Grundgebühr: http://www.gmx.net/dsl |
From: David W. <op...@gn...> - 2004-04-28 15:04:09
|
Greetings! Did you remember to enable RTTI? I'd forgotten to do that when I first compiled the simpleNet program and had the crash in the same location. One of those "oh ya" moments. - Dave http://www.gnometech.com ----- Original Message ----- From: "Markus Nuebel" <nu...@gm...> To: <ope...@li...> Sent: Wednesday, April 28, 2004 3:59 AM Subject: [Opentnl-general] Problems with NetConnetionRep::create() > I tried to follow the simple RCP "Hello World" test program from the docs. > > When starting the server and connecting with a client, the server crashed > with an exception in: > NetConnectionRep::create():50 > > At the codeline: > NetConnection *ret = dynamic_cast<NetConnection *>(obj); > > The exception is thrown by dynamic_cast. > > I wrote a simple test program, that contains only: > > Object* test= new SimpleEventConnection(); > NetConnection *ret = dynamic_cast<NetConnection *>(test); > > And this also crashes. > > Changing the cast in netConnection.cc to > NetConnection *ret = static_cast<NetConnection *>(obj); > and recompiling the library fixes the problem. > > What is the problem here? > > (I am working with the version from the download, not the CVS version) > > Kind regards > Markus > > > > -- > "Sie haben neue Mails!" - Die GMX Toolbar informiert Sie beim Surfen! > Jetzt aktivieren unter http://www.gmx.net/info > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market... Oracle 10g. > Take an Oracle 10g class now, and we'll give you the exam FREE. > http://ads.osdn.com/?ad_id=3149&alloc_id=8166&op=click > _______________________________________________ > Opentnl-general mailing list > Ope...@li... > https://lists.sourceforge.net/lists/listinfo/opentnl-general > > |
From: Markus N. <nu...@gm...> - 2004-04-28 07:59:28
|
I tried to follow the simple RCP "Hello World" test program from the docs. When starting the server and connecting with a client, the server crashed with an exception in: NetConnectionRep::create():50 At the codeline: NetConnection *ret = dynamic_cast<NetConnection *>(obj); The exception is thrown by dynamic_cast. I wrote a simple test program, that contains only: Object* test= new SimpleEventConnection(); NetConnection *ret = dynamic_cast<NetConnection *>(test); And this also crashes. Changing the cast in netConnection.cc to NetConnection *ret = static_cast<NetConnection *>(obj); and recompiling the library fixes the problem. What is the problem here? (I am working with the version from the download, not the CVS version) Kind regards Markus -- "Sie haben neue Mails!" - Die GMX Toolbar informiert Sie beim Surfen! Jetzt aktivieren unter http://www.gmx.net/info |