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Papillon x-man
Joined: 28 Dec 2004 Posts: 1060 Location: Germany
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Posted: Tue May 22, 2007 8:00 Post subject: |
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sihart25 wrote: | version 1.07 works for me but 1.08 does'nt at the moment the log files say yes/successful ( i am trying the timer demo) but the module saying no nwnx4; |
This is not enough info to help you.
Did you delete all old files from your 1.07 install ? Do you use NWN2 1.05 ? What log files do you get, and what are their contents ? _________________ Papillon |
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Wed May 23, 2007 2:34 Post subject: |
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Papillon wrote: | I think this is not a good way to go about this. Usually, one should have a solid measurement to base optimisations upon. The whole point is moot if you would not have a performance difference in reality.
I'd suggest a small experiment: Create a new function in the time plugin that compares like 500 strings of 30 characters, then compares 500 ints, and use the timer infrastructure to measure the runtime. I guess that you will not see a difference (within measurement accuracy). |
Yep, that was what I had just started doing, 'fore I read your post _________________ Khalidine, a NWN2 persistent world
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sihart25
Joined: 20 Feb 2007 Posts: 5
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Posted: Wed May 23, 2007 16:43 Post subject: |
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sorry
yes i am using nwn2 1.05
the nwn log says
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NWN Extender 4 V.0.0.7
(c) 2007 by Ingmar Stieger (Papillon)
visit us at http://www.nwnx.org
* Loading plugins...
* Loading plugin xp_mysql.dll: Error during plugin initialization.
* Loading plugin xp_sqlite.dll: Error during plugin initialization.
* Loading plugin xp_time.dll: Successfully registered as class: TIME
* Disabling general protection fault error dialog.
* NWNX4 activated.
* NWNX4 shutting down...
* NWNX4 shutdown successfull.
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the timer:
Quote: | NWNX Timer Plugin V.0.0.2
(c) 2007 by Ingmar Stieger (Papillon)
visit us at http://www.nwnx.org
* Plugin initialized.
* Plugin unloaded.
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[/quote] |
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Sun May 27, 2007 5:56 Post subject: |
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Okay, it's official: ARRGHHH!
The new interface makes plenty of sense...
... but it's made my validation code messy _________________ Khalidine, a NWN2 persistent world
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Sun May 27, 2007 10:30 Post subject: |
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Alright, I'm stumped.
I have updated to latest VS SP1. I re-downloaded the entire project from SVN, rebuilt all, then rebuilt the hashtable plugin after making the needed changes. however, no matter what I do, I can't get any of the hooks to trigger the callbacks.
A bit more testing has shown the same problem with the timer and mysql plugins as well.
I've confirmed that the updated dlls/exes are loaded. The plugins are /loading/: log files are created, and the entries indicating initialization do exist. Just seems like they're not getting invoked... attaching in the debugger confirms the same; even code in hook.cpp is not executing.
Other thing worth mentioning is that there seems to be a noticeable delay (maybe half a second or so? can't tell for sure without the timer plugin )
Hopefully I'm doing something really stupid that someone will spot two seconds into reading this post? _________________ Khalidine, a NWN2 persistent world
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Gryphyn
Joined: 20 Jan 2005 Posts: 431
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Posted: Sun May 27, 2007 12:50 Post subject: |
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Grinning Fool wrote: | Alright, I'm stumped.
I have updated to latest VS SP1. I re-downloaded the entire project from SVN, rebuilt all, then rebuilt the hashtable plugin after making the needed changes. however, no matter what I do, I can't get any of the hooks to trigger the callbacks.
A bit more testing has shown the same problem with the timer and mysql plugins as well.
I've confirmed that the updated dlls/exes are loaded. The plugins are /loading/: log files are created, and the entries indicating initialization do exist. Just seems like they're not getting invoked... attaching in the debugger confirms the same; even code in hook.cpp is not executing.
Other thing worth mentioning is that there seems to be a noticeable delay (maybe half a second or so? can't tell for sure without the timer plugin )
Hopefully I'm doing something really stupid that someone will spot two seconds into reading this post? |
I've been having the same issue...I've put it down to Vista (in my case)
and was waiting for the dynamic hooks (rather than the hard coded ones)
Everything appears to be working, except the firing of any of the events (Get/Set functions).
The other thing of note is that the 'unloaded' message for the plug-in does not appear when you shutdown the server. - even thou it says it initialized.
Cheers
Gryphyn |
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Sun May 27, 2007 22:16 Post subject: |
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alright, this is weird. I moved all nwnx-related binaries to their own directory (inistead of dumping in nwn2 as I had been) and everything seem sto be fine now. Perhaps I had an older DLL or executable somewhere in the mix, and didn't realize it. _________________ Khalidine, a NWN2 persistent world
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Gryphyn
Joined: 20 Jan 2005 Posts: 431
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Posted: Mon May 28, 2007 0:48 Post subject: |
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Grinning Fool wrote: | alright, this is weird. I moved all nwnx-related binaries to their own directory (inistead of dumping in nwn2 as I had been) and everything seem sto be fine now. Perhaps I had an older DLL or executable somewhere in the mix, and didn't realize it. |
Argggh! you mean it was this simple? (yes working now)
--All I did was move the files into a sub-folder (rather than the NWN2 one) and it now works. Weirdness indeed.
Thanks GF. - the simplest solutions are often the best
Post-mortum: It seems I spoke too soon. The 2nd time I ran this - in the new folder - it reverted to the previous behavior. back to investigation.
Cheers
Gryphyn |
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Tue May 29, 2007 3:51 Post subject: |
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Had any further luck Gryphyn? Has been OK for me consistently since moving the files.
Actually, it made it easier for me in more ways than one. I made a simple robocopy script to copy all DLLs and executables to c:\games\nwnx4\release or c:\games\nwnx4\debug depending on what I need.
Side note: Other good news about this release: it has fixed the 'random' firing of the handler functions that occurred when a PC exits, and caused crashes in the hashset plugin. _________________ Khalidine, a NWN2 persistent world
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Gryphyn
Joined: 20 Jan 2005 Posts: 431
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Posted: Tue May 29, 2007 4:44 Post subject: |
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@GF - Still no luck.
My best guess is it's Vista...but it's strange that it ran that once.
(at the office atm)
What are the files that NWNX4 creates on the fly?
(It might be Vista stopping these being updated) nwnxpid(?)
I'll try relocation to a non-Programs files folder, might make the difference.
Cheers
Gryphyn |
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Papillon x-man
Joined: 28 Dec 2004 Posts: 1060 Location: Germany
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Posted: Tue May 29, 2007 10:10 Post subject: |
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sihart25 wrote: | version 1.07 works for me but 1.08 does'nt at the moment the log files say yes/successful ( i am trying the timer demo) but the module saying no nwnx4; |
Ah ok... the demo modules have not been updated yet (*makes a mental note*), so they will not work with 1.08 right now. _________________ Papillon
Last edited by Papillon on Tue May 29, 2007 10:15; edited 1 time in total |
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Papillon x-man
Joined: 28 Dec 2004 Posts: 1060 Location: Germany
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Posted: Tue May 29, 2007 10:15 Post subject: |
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@Grinning Fool/Gryphyn:
I never tried to copy the NWNX4 executeables to the NWN2 directory . It is not the intended way of running NWNX now, since it's basically a big mess to throw all the files and logs into the main directory. Of course, it should work nonetheless. I'll give it a try.
I also have a evaluation version of Vista in a virtual machine now, so I could run a test how it works on Vista as well. _________________ Papillon |
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Tue May 29, 2007 16:16 Post subject: |
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Papillon wrote: |
Ah ok... the demo modules have not been updated yet (*makes a mental note*), so they will not work with 1.08 right now. |
*gets the hint*
It should be a simple recompile with the new headers, so I aught to be able to provide those tonight. Still, I did want to do some cleanup in the mysql and sqlite mods to make them more consistent. _________________ Khalidine, a NWN2 persistent world
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Gryphyn
Joined: 20 Jan 2005 Posts: 431
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Posted: Wed May 30, 2007 0:00 Post subject: |
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Papillon wrote: | @Grinning Fool/Gryphyn:
I never tried to copy the NWNX4 executeables to the NWN2 directory . It is not the intended way of running NWNX now, since it's basically a big mess to throw all the files and logs into the main directory. Of course, it should work nonetheless. I'll give it a try.
I also have a evaluation version of Vista in a virtual machine now, so I could run a test how it works on Vista as well. |
It worked fine until 1.08
-There is much weirdness going on.
In particular that I had a successful run on moving the files, but couldn't repeat the success.
I've been cross-referencing this thread with that of the Installer issues. They may all be related to the SP1 upgrade.
**Obi's new QA policy:
Leak the patch, if people have issues they can't blame us. It's not official
Cheers
Gryphyn |
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Papillon x-man
Joined: 28 Dec 2004 Posts: 1060 Location: Germany
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Posted: Fri Jun 01, 2007 19:07 Post subject: |
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A note to plugin developers:
The upcoming 1.08 beta2 introduces a simple version check mechanism between NWNX4 and NWNX4 plugins. I would like to avoid all kinds of version problems popping up, so NWNX clearly says so if it detects a version mismatch, e.g.:
Quote: | Loading plugin xp_mysql.dll: Error. The plugin is not compatible with this version of NWNX. |
Valid NWNX Plugins that have been updated to 1.08 standards now have to offer the function GetPluginPointerV2 (as opposed to the older GetPluginPointer). In essence, you just have to rename the function.
Future interface changes will use the same simple mechanism. _________________ Papillon |
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