re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
I found a way, to compile the Server. But in my opinion it is not a really nice way, to do it like this :ott1:
The known Problem is the EffectIdentifiers Column, which is a IList<int>.
The problem is, that this is a list of ints, so that you have to create a new Class
Lets Call it EffectIdentifier
Code:
namespace Dawn.Engine.Data.Attacks
{
public class EffectIdentifier : BaseData
{
public virtual int Identifier { get; set; }
}
}
For that we also need a Mapping Class
Code:
using Dawn.Engine.Data.Attacks;
using FluentNHibernate.Mapping;
namespace Dawn.Engine.Data.Access.Mappings.Attacks
{
public class EffectIdentifierMapping : ClassMap<EffectIdentifier>
{
public EffectIdentifierMapping()
{
Id(x => x.ID);
Map(x => x.Identifier);
}
}
}
Now there are some places where you have to replace the old integer with the new
AttackAction.cs
Code:
foreach (EffectIdentifier effectIdentifier in this.Attack.Base.EffectIdentifiers)
{
yield return this.EffectLinker.GetInstance(effectIdentifier.Identifier);
}
AttackData.cs
Code:
for (int i = 0; i < this.EffectIdentifiers.Count; i++)
{
output.Write(this.EffectIdentifiers[i].Identifier);
}
...
for (int i = 0; i < count; i++)
{
this.EffectIdentifiers.Add(new EffectIdentifier() { Identifier = input.ReadInt32()
}
Some other problems.
ExtensionManager.cs
Code:
public ISerializable Deserialize(BinaryInput input)
{
if (input.BaseStream.Position < input.BaseStream.Length)
{
int count = input.ReadInt32();
for (int i = 0; i < count; i++)
{
int key = input.ReadInt32();
Extension value = Serializer.Deserialize<Extension>(input);
this.values.Add(key, value);
}
}
return this;
}
I hope it will help and someone else will find a better way of doing this
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
Quote:
Originally Posted by
HoelShare
I found a way, to compile the Server. But in my opinion it is not a really nice way, to do it like this :ott1:
The known Problem is the EffectIdentifiers Column, which is a IList<int>.
The problem is, that this is a list of ints, so that you have to create a new Class
Lets Call it EffectIdentifier
Code:
namespace Dawn.Engine.Data.Attacks
{
public class EffectIdentifier : BaseData
{
public virtual int Identifier { get; set; }
}
}
For that we also need a Mapping Class
Code:
using Dawn.Engine.Data.Attacks;
using FluentNHibernate.Mapping;
namespace Dawn.Engine.Data.Access.Mappings.Attacks
{
public class EffectIdentifierMapping : ClassMap<EffectIdentifier>
{
public EffectIdentifierMapping()
{
Id(x => x.ID);
Map(x => x.Identifier);
}
}
}
Now there are some places where you have to replace the old integer with the new
AttackAction.cs
Code:
foreach (EffectIdentifier effectIdentifier in this.Attack.Base.EffectIdentifiers)
{
yield return this.EffectLinker.GetInstance(effectIdentifier.Identifier);
}
AttackData.cs
Code:
for (int i = 0; i < this.EffectIdentifiers.Count; i++)
{
output.Write(this.EffectIdentifiers[i].Identifier);
}
...
for (int i = 0; i < count; i++)
{
this.EffectIdentifiers.Add(new EffectIdentifier() { Identifier = input.ReadInt32()
}
Some other problems.
ExtensionManager.cs
Code:
public ISerializable Deserialize(BinaryInput input)
{
if (input.BaseStream.Position < input.BaseStream.Length)
{
int count = input.ReadInt32();
for (int i = 0; i < count; i++)
{
int key = input.ReadInt32();
Extension value = Serializer.Deserialize<Extension>(input);
this.values.Add(key, value);
}
}
return this;
}
I hope it will help and someone else will find a better way of doing this
Can you share compiled server ?
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
The compiled server
Zippyshare
But there are some other problems...
E.g. The Database is not filled ...
EDIT:
i've forgotten to mention that i've changed the username of the database to "root2"
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
Thank you for sharing, but you can create a new database...? All Tables etc. should be in the source, am i right?..
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
The Database will be created on running the "Dawn.Testing.NHibernate".
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
Quote:
Originally Posted by
HoelShare
I found a way, to compile the Server. But in my opinion it is not a really nice way, to do it like this :ott1:
The known Problem is the EffectIdentifiers Column, which is a IList<int>.
The problem is, that this is a list of ints, so that you have to create a new Class
Lets Call it EffectIdentifier
Code:
namespace Dawn.Engine.Data.Attacks
{
public class EffectIdentifier : BaseData
{
public virtual int Identifier { get; set; }
}
}
For that we also need a Mapping Class
Code:
using Dawn.Engine.Data.Attacks;
using FluentNHibernate.Mapping;
namespace Dawn.Engine.Data.Access.Mappings.Attacks
{
public class EffectIdentifierMapping : ClassMap<EffectIdentifier>
{
public EffectIdentifierMapping()
{
Id(x => x.ID);
Map(x => x.Identifier);
}
}
}
Now there are some places where you have to replace the old integer with the new
AttackAction.cs
Code:
foreach (EffectIdentifier effectIdentifier in this.Attack.Base.EffectIdentifiers)
{
yield return this.EffectLinker.GetInstance(effectIdentifier.Identifier);
}
AttackData.cs
Code:
for (int i = 0; i < this.EffectIdentifiers.Count; i++)
{
output.Write(this.EffectIdentifiers[i].Identifier);
}
...
for (int i = 0; i < count; i++)
{
this.EffectIdentifiers.Add(new EffectIdentifier() { Identifier = input.ReadInt32()
}
Some other problems.
ExtensionManager.cs
Code:
public ISerializable Deserialize(BinaryInput input)
{
if (input.BaseStream.Position < input.BaseStream.Length)
{
int count = input.ReadInt32();
for (int i = 0; i < count; i++)
{
int key = input.ReadInt32();
Extension value = Serializer.Deserialize<Extension>(input);
this.values.Add(key, value);
}
}
return this;
}
I hope it will help and someone else will find a better way of doing this
What name for the Mapping Class, cause when i create the class, it apperars many erros..:D
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
Classname "EffectIdentifier".
You have to create it at "Dawn.Engine.Data.Attacks"
Code:
namespace Dawn.Engine.Data.Attacks
{
public class EffectIdentifier : BaseData
{
public virtual int Identifier { get; set; }
}
}
Classname: "EffectIdentifierMapping"
You have to create it at "Dawn.Engine.Data.Access.Mappings.Attacks"
Code:
using Dawn.Engine.Data.Attacks;
using FluentNHibernate.Mapping;
namespace Dawn.Engine.Data.Access.Mappings.Attacks
{
public class EffectIdentifierMapping : ClassMap<EffectIdentifier>
{
public EffectIdentifierMapping()
{
Id(x => x.ID);
Map(x => x.Identifier);
}
}
}
I hope it will help ;)
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
The Server is working, but my computer sucks -.- i cant create a mysql database with username: root2 :( damn computers :D!
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
can you release the edited source so we can edit the database to our needs, or dump the sql file.
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
I'll let you host it on my vps, if you'd like. PM me.
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
The database is inside/creates the server right...?
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
The Database will be created, but in my opinion there are missing some tables.
Here is the donwload link
Rapidshare
i've added a Configuration file for the database connection ;)
EDIT: link fixed
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
Has anyone actually made a server out of this? Or atleast go it to work?
re: [RELEASE] Pokemon Dawn Src (German Pkmn XNA MMORPG Project)
Server error appears: this.listener.Start(); Socketexception was unhandled -.-