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View Code? Open in Web Editor NEWJust the YSI include files, none of the extra stuff.
Just the YSI include files, none of the extra stuff.
Dialog_Get will keep returning wrong id, if the dialogid is used manually (not via Dialog_ShowCallback), as y_dialog will not set it to -1. (none of the scripts claims ownership of dialog_ids allocated by Dialog_ObtainID)
When using y_hooks to hook functions with long names like "OnPlayerEnterRaceCheckpoint"
It bugs up.. Got the following errors:
Parts/UnGroup/TestDMV.pwn(194) : warning 200: symbol "@yH_OnPlayerEnterRaceCheckpoint" is truncated to 31 characters
Parts/UnGroup/TestDMV.pwn(194) : warning 200: symbol "@yH_OnPlayerEnterRaceCheckpoint" is truncated to 31 characters
Parts/Jobs/Trucker.pwn(185) : warning 200: symbol "@yH_OnPlayerEnterRaceCheckpoint" is truncated to 31 characters
Parts/Jobs/Trucker.pwn(185) : error 021: symbol already defined: "@yH_OnPlayerEnterRaceCheckpoint"
Parts/Jobs/Trucker.pwn(186) : error 021: symbol already defined: "@yH_OnPlayerEnterRaceCheckpoint"
Hello, So I'm developing my server using ( y_dialog, y_inline and mysql ) but I came across a problem.
My login and registration system works perfectly, but when I restart my server "GMX", when he reconnects to the server mysql inline function does not work, it is ignored. Already tested all possible ways but it still fails.
Do You know how I can tidy this problem?
Here my logs :
[00:58:37] SendReport 0 (Iter_Free)
[00:58:38] SendReport 1 (Iter_Free)
[00:58:38] SendReport 2 (Iter_Free)
[00:59:20] DialogReportSelect 0 (Iter_Remove)
[00:59:21] DialogReportSelect 1 (Iter_Remove)
[00:59:22] DialogReportSelect 2 (Iter_Remove)
[00:59:31] SendReport 1 (Iter_Free)
Logically, I'm supposed to get the value 0 with "Iter_Free" because "Iter_Remove" was deleted it, but I get the value 1.
I've tested foreach renaming "y_iterate" for foreach doesn't use it, and Iter_Free returns me 0 correctly.
Afther some time the server online the dialog show to the player dont response, its show for the player but seems like dont response.
On YSI 3.1, this dont happends, YSI 4.0 problem.
I had faced an issue with y_iterate that caused my server to get stuck and crash. I contacted Misiur and he recommended making a test code and posting everything here.
Test code and output (server_log.txt) can be found in that paste: http://gist.github.com/KHKKhalid/dde88bad187e2cc261b3
Hi,
I have some run time errors (y_timers). Can someone help how to repair it? :)
Thanks
[31/08/2015 14:21:48] SetTimer (funcname = "SavePropertys" interval = 1800000 repeating = 1, result = 7);
[31/08/2015 14:21:48] [debug] Run time error 12: "(sleep mode)"
[31/08/2015 14:21:48] [debug] AMX backtrace:
[31/08/2015 14:21:48] [debug] #0 00049f30 in Command_Add () at D:\PAWN\Pawno Patched\include\YSI\..\YSI_Coding\..\YSI_Coding\y_malloc/heapalloc.inc:393
[31/08/2015 14:21:48] SetTimer (funcname = "UnMutePlayers" interval = 1050 repeating = 1, result = 8);
[31/08/2015 14:21:48] [debug] Run time error 12: "(sleep mode)"
[31/08/2015 14:21:48] [debug] AMX backtrace:
[31/08/2015 14:21:48] [debug] #0 00049f30 in Command_Add () at D:\PAWN\Pawno Patched\include\YSI\..\YSI_Coding\..\YSI_Coding\y_malloc/heapalloc.inc:393
@Y-Less added the option for y_areas to use timers instead of OnPlayerUpdate, but it has the following error line if AREAS_USE_TIMER is defined.
#error AREAS_USE_TIMER is currently unsupported sorry.
Hi,
I would want to know what do you want to mean in this comment ? :
// This is based on the AMX version used in SA:MP - it DOES NOT match the code
// found in the PAWN documentation as that's for a later version.
The AMX used in SAMP is different of the original AMX ?
When commands are created in multiple scripts and you reload one, the commands from the others no longer work.
Hey!
I found a new bug in y_text library. The following functions return error when are used:
Text_DialogBox
Text_PasswordBox
Text_ListBox
Text_InputBox
Text_MessageBox
Thanks for developing the YSI includes.
Have a nice day!
Hello.
Today, i was think, than I can use one from the huge include in library. First, what was interested me, was y_properties. But, when i stared with basic CreateBank
, its started list of errors. Many i was solved by loading #include <YSI\y_utils>
, but is still not enough. Must I load some more specific includes, or some of that undefined symbols i must declare myself, like PLAYER_BIT_ARRAY
?
If NESTED_ELLIPSIS is present, utilise it.
Hey !
I think i have found a new bug in y_text. All the texts i send via Text_Send are red and if i change their color in mode_text_LANG_DATA the texts are black.
Example:
Gamemode:
Text_Send(playerid, $WELCOME_BACK, SERVER_NAME, GetPlayerUsername(playerid));
mode_text.RO:
WELCOME_BACK = [%s] Bine ai revenit pe server,%s.
mode_text_LANG_DATA:
I can't post the code from here,i don't know why but github block it.
Fails to compile, at https://github.com/Misiur/YSI-Includes/blob/YSI.tl/YSI_Data/y_foreach/impl.inc#L292 as both F@p
and F@q
changed. To be investigated.
Add tests as well
Add an Actor iterator that can be used by default. The only possible ways to do this at the moment is hooking only CreateActor and DestroyActor.
How to return strings with y_master ?
Something like this doesn't work (error shows up when i try to use it ;argument type mismatch).
foreign getSomeString();
global getSomeString() {
new test[20];
test = "Some String";
return test;
}
HI,
I have problem with 2D iterator. Here are screenshots. First http://prntscr.com/7vn745
Second http://prntscr.com/7vn7b4
Code (first)
stock SellPlayerVehicle(playerid, modelid){
new id = Iter_Free(PlayerVehicle[playerid]);
if(id == -1) return -2;
MsgF(playerid, -1, "SellPlayerVehicle - %d", id);
Iter_Add(PlayerVehicle[playerid], id);
Code (Second)
stock SellPlayerVehicle(playerid, modelid){
new id = Iter_Free(PlayerVehicle[playerid]);
if(id == Iter_End(PlayerVehicle[playerid])) return -2;
MsgF(playerid, -1, "SellPlayerVehicle - %d", id);
Iter_Add(PlayerVehicle[playerid], id);
I don't know why it doesn't work (doesn't return -2). Some ideas?
Thanks
Latest version of YSI (this). Without zeex compiler patches
Errors
pawnoYSI4\include\YSI..\YSI_Visual\y_commands/impl.inc(1329) : error 021: symbol already defined: "@yH_OnScriptInit@003"
pawnoYSI4\include\YSI..\YSI_Visual\y_commands/impl.inc(1330) : error 021: symbol already defined: "@yH_OnScriptInit@003"
pawnoYSI4\include\YSI..\YSI_Visual\y_commands/impl.inc(1369) : warning 209: function "@yH_OnScriptInit@003" should return a value
Thanks :)
Can i use normal dialogs ( https://wiki.sa-mp.com/wiki/ShowPlayerDialog ) and y_dialogs at same time?
It's possiblem make that? Or will bug the "id's"?
Hi,
is possible to use QWERTYUIOP with YSI 4.0? Because I somewhere read it's just for 3.1. I like the idea of QWERTYUIOP mainly D, G, W (if is possible) and Y.
Thanks
Currently, y_commands is implemented as:
YCMD:@80aalwkhe(playerid, params[], help)
{
}
This encoded name is stored as the canonical version of the name, used for all lookups.
When a user types /команда
, y_commands encodes this string and uses the result for the lookup. This encoding is a HUGE bottleneck in the processing and entirely unneeded.
The better implementation would be:
YCMD:@80aalwkhe(playerid, params[], help)
{
}
This can't change because of compiler limitations - functions can't use many characters in their name.
This encoded name is decoded, and the decoded version ("команда") is stored as the canonical version of the name, used for all lookups. The slow puny operation is done once when the mode starts (or when alt-names are added).
When a user types /команда
, y_commands uses this string for the lookup. Thus bypassing the bottleneck in processing. The string will still be hashed, and some work may need to be done there (but may not) to account for the extended characters and making sure the hash is still well distributed, but currently the hash is already fast.
Hi, from the code it looks like it was prepared for dialogs but it's not finished. So I have question for @Y-Less - y_text support dialogs? or?
https://github.com/Misiur/YSI-Includes/blob/YSI.tl/YSI_Players/y_text/styles.inc#L207
https://github.com/Misiur/YSI-Includes/blob/YSI.tl/YSI_Players/y_text/render.inc#L129
Thanks
Few components are incompatible with new, y_text version
I use a function Text_ListBox with mixed parameters (string & y_text variable), but the output is "Could not find text source" instead of the contents of a variable of type string.
What could be the problem? In older versions of the YSI (which does not specifically version say) all works perfect.
Pawn source code
YCMD:inventory(playerid, params[], help) {
if(help) return Text_Send(playerid, $COMMAND_HELP, YCMD:inventory, "view and manage inventory");
// Preparing dialog content
new string[2000];
for(new slot = 0; slot < INV_MAX_ITEMS; slot++) {
new item, quantity, serial;
Inventory_GetSlotData(playerid, slot, item, quantity, serial);
if(!item)
continue;
if(serial)
format(string, sizeof(string), "%s%24s\t[{00AA00}%3d{FFFFFF} шт., {00AA00}%.3f{FFFFFF} кг., #%5d]\n",
string, Items[item][itemName], quantity, Inventory_GetSlotWeight(playerid, slot), serial);
else
format(string, sizeof(string), "%s%24s\t[{00AA00}%3d{FFFFFF} шт., {00AA00}%.3f{FFFFFF} кг.]\n",
string, Items[item][itemName], quantity, Inventory_GetSlotWeight(playerid, slot));
}
if(strlen(string) < 30)
return Text_Send(playerid, $INVENTORY_IS_EMPTY);
strmid(string, string, 0, strlen(string)-1);
// Show and handle dialog
inline Response(pid, dialogid, response, listitem, string:inputtext[]) {
#pragma unused pid, dialogid, listitem, inputtext
if(!response)
return true;
// @todo
}
Text_ListBox(playerid, using inline Response, "Inventory", string, $DIALOG_SELECT, $DIALOG_CLOSE);
return true;
}
Thanks in advance :)
With this include order:
the actual script will get id (UNIQUE_SYMBOL) 8, while y_groups have id 9, meaning if you set groups in OnPlayerConnect, they will get deleted in y_groups version of OnPlayerConnect.
After including y_dialog and y_inline, OnDialogResponse is not being called.
Probably it changed the ID of the dialogs.
But i didn't use Dialog_Get function.
I want to port my dialogs to y_inline, but, there's too many and i want to keep the server running while i'm porting.
Is there any solution?
Hi please how includes need for include Y_PROPERTIES ?
Allone Y_PROPERTIES write after compile error:
PAWNO\include\YSI..\YSI_Visual..\YSI_Core..\YSI_Coding..\YSI_Core..\YSI_Data\y_bit.inc(329) : warning 203: symbol is never used: "v"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(228) : error 017: undefined symbol "PLAYER_BIT_ARRAY"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(256) : error 017: undefined symbol "MAX_AREAS"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(462) : error 017: undefined symbol "MAX_AREAS"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(464) : error 017: undefined symbol "MAX_CHECKPOINTS"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(711) : error 010: invalid function or declaration
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(711 -- 881) : error 010: invalid function or declaration
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1102) : warning 213: tag mismatch
C:\Users\Matúš\Documents\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1102) : error 017: undefined symbol "GROUP_PROPERTY_BITS"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1131) : error 032: array index out of bounds (variable "YSI_g_sProperties")
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1131) : warning 215: expression has no effect
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1131) : error 001: expected token: ";", but found ")"
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1131) : error 029: invalid expression, assumed zero
\PAWNO\include\YSI..\YSI_Visual\y_properties.inc(1131) : fatal error 107: too many error messages on one line
Compilation aborted.
Pawn compiler 3.10.20150531 Copyright (c) 1997-2006, ITB CompuPhase
11 Errors.
CODE:
/*****************************************************************************************************************************/
/*****************************************************************************************************************************/
/*****************************************************************************************************************************/
Hello.
Seems like there is one more issue.
In y_commands method Command_SetDeniedReturn() is not working.
Trunk version.
#include <YSI\y_commands>
public OnPlayerConnect (playerid) {
Command_SetDeniedReturn(false);
return 1;
}
error 017: undefined symbol "Command_SetDeniedReturn"
Let's take a look at this example code
#include <a_samp>
#define _inc_a_samp
// #define _DEBUG 7
#include <YSI\y_hooks>
DEFINE_HOOK_REPLACEMENT(Replacement, Rpl);
main () {
MyCustomReplacement();
}
forward MyCustomReplacement();
public MyCustomReplacement()
{
printf("Hello from custom replacement");
return 1;
}
hook MyCustomRpl()
{
printf("Hello from custom replacement HOOK!");
return 1;
}
Pcode
CODE 0 ; 2df08
proc ; main
; line 8
break ; 2df0c
; line 9
break ; 2df10
push.c 0
call .MyCustomReplacement
;$exp
zero.pri
retn
proc ; MyCustomReplacement
How I think it works: y_hooks creates a new function containing the whole hookchain, and rewrites the address in publics table to point to that new function. So, calling the original function should call the new one instead. However unless the function is called via CallLocalFunction, it won't work. The question is: Is that because CLF uses publics table, and "normal" function calls are set in stone during compile time?
I thought I knew how functions are called, but I'm baffled.
I'm asking because of Pottus/Texture-Studio#7 and to know more.
Bonus question: are ALS hooks compatible with y_hooks?
Commands randomly crash and I couldn't re-produce it; all I could do is catch where it actually crashes:
http://gist.github.com/KHKKhalid/c519a0eb34235430dfda - it crashes while executing this emit code in file: YSI_Visual\y_commands.inc\impl.inc
foreign Command_ReProcess(p,string:c[],h);
global Command_ReProcess(p,string:c[],h)
#include <a_samp> // Most samp functions (e.g. GetPlayerHealth and etc)
#undef MAX_PLAYERS
#define MAX_PLAYERS 40
// Libraries
#include <geolocation> // Shows player country based on IP
#include <strlib> // String functions by Slice
#include <progress2> // Player Progress Bar functions
#include <globalprogressbar>// Global Progress Bar functions
#include <profiler> // Script profiler
#include <sampac> // THE MIGHTY NEW ANTICHEAT
// YSI Libraries (updated)
#define _DEBUG (7) // y_debug debug level
#include <YSI_inc\YSI\y_iterate> // foreach and iterators
#include <YSI_inc\YSI\y_stringhash> // better than strcmp in comparing strings (not recommended for long ones though)
#include <YSI_inc\YSI\y_commands>
#include <YSI_inc\YSI\y_groups>
#include <YSI_inc\YSI\y_debug>
// then my server modules inclusion comes here
Hey guys i have been making mini game for my server and i came to need a bit of "counting" items in foreach. I have ChasePlayer iterator, its for players but it can contain maximum of 16 players (mini game slots limit). Now i have 16 spawn points in array and i just want to read them in order i loop players.
new count = 0;
foreach(new chaseplayer : ChasePlayers)
{
//SetPlayerPos(chaseplayer, SpawnPosX[count], ... (Something like these)
count++;
}
In php i could use foreach(ChasePlayers as chaseplayer => count)
So why not extend our foreach to be able to use these style with counting? I could (and probably will) create some dirty define to use it in that fashion but i guess a suggestion here doesnt hurt ether.
OnMasterSystemClose is not being called when FS exits.
Also, this:
new
id2 = funcidx(cmdname);
if (id2 == -1)
{
P:W("Command marked EXCLUSIVE, but doesn't exist");
Command_Remove(i);
continue;
}
ignores the fact alt named commands don't have theire own function, deleting them.
Ysi has a file reading problem,when i type the password it makes me login even if I type a wrong password
hook OnPlayerEnterDynamicCP(playerid, STREAMER_TAG_CP checkpointid)
{
SendClientMessage(playerid, -1, "test");
}
is not called.
public OnPlayerEnterDynamicCP(playerid, STREAMER_TAG_CP checkpointid)
{
SendClientMessage(playerid, -1, "test");
}
Works.
I tried
hook OnPlayerEnterDynCP(playerid, STREAMER_TAG_CP checkpointid)
{
SendClientMessage(playerid, -1, "test");
}
But it gives *** YSI Fatal Error: Could not write function name in "Hooks_MakePublicPointer".
I tested with OnPlayerPickupDynPickup and it works.
Edit:
Includes order:
#include <streamer>
#include <sscanf2>
#include <a_mysql>
#include <YSI\y_iterate>
#include <YSI\y_hooks>
#include <YSI\y_timers>
#include <YSI\y_commands>
#include <YSI\y_dialog>
Tested with streamer before and after y_hooks.
Hello, im getting this error while compiling:
pawno\include\YSI..\YSI_Visual\y_commands/impl.inc(229) : error 025: function heading differs from prototype
gamemodes\SM/Core/Commands/Main.pwn(9) : error 025: function heading differs from prototype
Code that occur this error:
public OnPlayerCommandPerformed(playerid, cmdtext[], success)
{
if(!success)
{
new string[128];
format(string, sizeof(string), "{030CDE}[SM] {FF0000}Command %s doesn't exist.", cmdtext);
SendClientMessage(playerid,-1, string);
}
return true;
}
Using zeex compiler (tested with sa-mp's default one and same error occur)
I use y_itterate instead foreach (its better and i have my own items to loop thru)
If you just include y_itterate it will give you warning warning 203: symbol is never used: "Iter_Func@Range"
Searching for fix http://forum.sa-mp.com/showthread.php?t=569563
Fix: YSI_Data/y_foreach/iterators.inc -> add stock in front of iterfunc Range(cur, min, max, step = 1)
Sorry for posting it these way, i would fix it myself and send pull request but im not friendly with git.
I finally got T-Studio compiled based on Y-Less's latest comment on the hook replacements problem, but I get the following error in the console:
*** YSI Warning: y_malloc set up via "CallLocalFunction", memory corruption is a remote possibility
http://forum.sa-mp.com/showthread.php?p=3475795
I had done some speed tests. y_commands uses to be extremely fast when did for the first time until someone told me that commands don't get executed if you try to benchmark y_commands using CallLocalFunction("OnPlayerCommandText","is",0,"/asdasd asd");.
Defining Y_COMMANDS_NO_IPC fixes the problem.
I am not sure if this is a bug or not.
@Y-Less just in case you end up looking at this
Please comment on the validity of the speed tests
I know that it is unfair because y_commands provides many features whereas iZCMD doesn't provide that many features
.....\pawno\include\YSI..\YSI_Visual\y_classes/multiclass.inc(769) : error 017: undefined symbol "Player_InSelection"
That is error you get if you use y_classes (and it is very useful library)
Searching forums i found post Y_Less saying "Classes are not working in YSI 4". So i started searching myself just to patch it so it works for my needs (adding/removing classes after game start).
Found out these: //#include "y_classes/classcontrol" inside YSI_Visual/y_classes.inc, removing comment fixed error but gives one warning (warning 203: symbol is never used: "Class_Spawn")
By fast glance at it i think its actually deprecated function as it is commented everywhere and there is SpawnPlayer under it.
If someone could have a look and fix y_classes properly i would appreciate it.
Found accidentally by @Larceny-
#include <a_samp>
#define _inc_a_samp
#define _DEBUG 7
#include <YSI\y_timers>
#include <YSI\y_hooks>
main () {
}
task WTF[200]()
{
print("Hello");
return 1;
}
hook WTF()
{
print("Hello hooked!");
return 1;
}
Log: https://gist.github.com/Misiur/d3bea962d4230db96812
Preprocessed:
forward Malloc_main();public Malloc_main() {
}
@yT_WTF(g,p);@yT_WTF(g,p){static s=-1;return _Timer_I(# WTF,200,g,s);} WTF();public WTF()
{
print("Hello");
return 1;
}
@yH_WTF@003();@yH_WTF@003()
{
print("Hello hooked!");
return 1;
}
Hi,
I've seen the docs in the files before each function and I've seen it is possible to get a XML file.
When we open this XML file, we see by example this : http://i.imgur.com/8svrBPb.png (Guide Pawn pdf)
So, how can I do this ?
Regards.
Currently installation is tedious (especially for newbies), so I guess we should pack up simple release tarball/zip, even though not everything is complete.
[Originally typed on a comment on y_iterate tutorial.]
I'm unable to test right now (on my tablet, out for the weekend), but I have a question. Will the following work?
#define MAX_OBJECT_GROUPS 5
new Iterator:ObjectGroup[MAX_PLAYERS]<MAX_OBJECT_GROUPS, MAX_OBJECTS>;
public OnGameModeInit()
{
Iter_Init(ObjectGroup); // Because it is an array of iterators still.
return 1;
}
public OnPlayerConnect(playerid)
{
Iter_Add(ObjectGroup[playerid]<1>, 5); //Adds object 5 to players 2nd group of objects.
return 1;
}
This would allow each player to have his own groups of objects. Each of a player's groups could not contain the same object as one of the player's other groups. Other players would be allowed to have the same object in one of their groups though, and that's perfectly fine for what I need this for.
By looking in y_svar, There was a planned feature to add mysql and sqlite support.
However its missing in the y_svar folder.
Sorry, my bad. :)
For some reason after a few inline functions, we get something like this
[19:53:26] PH called
[19:53:26] Inline_Entry called: LoginHandler:....
[19:53:26] AMX_Write called: 45860748, 2
[19:53:26] AMX_Write called: 45860752, 3018644
[19:53:26] AMX_Write called: 45860756, 372994
[19:53:26] AMX_Write called: 45860764, 46078284
[19:53:26] Inline_Allocator called
[19:53:26] Inline_Main called (1)
[19:53:26] Inline_Main: YSI_g_sCurInlineEntry = 2E0F94
[19:53:26] Inline_Main: YSI_g_sCurInlineLoop = 2E0FDC
[19:53:26] Inline_Main: YSI_g_sCurInlineCode = 2E1034
[19:53:26] Inline_Main: varCount = 0
[19:53:26] Inline_Main: arrCount = 0
[19:53:26] Inline_Main: strCount = 0
[19:53:26] Inline_Main: TYPE 0
[19:53:26] AMX_Write called: -707428, 70761444
[19:53:26] AMX_Write called: 45860760, 3018732
[19:53:26] AMX_Write called: 45860748, 2
[19:53:26] Before LH
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
[19:53:26] Callback_Get called: LoginHandler�”�ìL
[19:53:26] Malloc_Allocate called: 1462, 10302151, 10302150, 828
[19:53:26] Malloc_Allocate: heap = 63142612
^ Times 20
[19:53:27] After LH
Did we run out of heap? Gotta check it out.
Hi,
I have a question for @Y-Less
Function Text_GetText
doesn't exist now? Because I have function like InfoBox(playerid, msg[])
and I can use string from y_text. I find this in comments but github search find just this one reference. On google I find only http://prntscr.com/7dirxg from your old tutorial. So there is any alternative? Or something?
Thanks
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