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 Entire forum ➜ SMAUG ➜ Running the server ➜ Dev port: pfiles

Dev port: pfiles

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Posted by Zeno   USA  (2,871 posts)  Bio
Date Sat 15 Jul 2006 07:18 PM (UTC)
Message
I've started up a dev port for my MUD. It's an entire new dir, of course. So I started to clean out all the pfiles by using rm. Delete all pfiles under a, for example. Did a reboot. Yet... all characters could still be logged on/loaded up. Er, why?

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Metsuro   USA  (389 posts)  Bio
Date Reply #1 on Sat 15 Jul 2006 09:09 PM (UTC)
Message
Is it possible that the other is getting the pfiles from the other mud? you could test that you know, but I donno prolly not the reason. Thats just odd though.

Everything turns around in the end
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Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #2 on Sat 15 Jul 2006 09:32 PM (UTC)
Message
The startup script has a hard-coded directory location to the area directory, and it change-dirs to there. Also mud.h might have the home path coded in, from which all the other paths (e.g. where players are stored) are derived. I would check both of those and make sure they point to the right place.

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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Posted by Nick Gammon   Australia  (23,162 posts)  Bio   Forum Administrator
Date Reply #3 on Sat 15 Jul 2006 09:52 PM (UTC)
Message
Start it up under gdb, put a breakpoint on the line that loads the pfile, and see what the path is. You might also try to find where it derives that path.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Zeno   USA  (2,871 posts)  Bio
Date Reply #4 on Sun 16 Jul 2006 12:17 AM (UTC)
Message
Bad day. I ran the pfile cleaner on the dev port and it was somehow running under the normal MUD. I checked all the paths in mud.h, and they're all ../ so I have no idea why it's still running in the real MUD...

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #5 on Sun 16 Jul 2006 01:48 AM (UTC)
Message
Did you check the startup script? I know that mine makes explicit reference to the location, i.e. /home/darkstone/mud and change-dirs to HOME/area before running ../src/darkstone.

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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Posted by Zeno   USA  (2,871 posts)  Bio
Date Reply #6 on Sun 16 Jul 2006 02:05 AM (UTC)
Message
Looks fine.
cd ../area
../src/biyg $port >&! $logfile

etc.

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Tzaro   USA  (41 posts)  Bio
Date Reply #7 on Sun 16 Jul 2006 10:11 AM (UTC)
Message
How are you starting up the MUD? I setup a build port and made a command that would boot our bport while logged into the main port so imms could start it up whenever they needed... only thing is, the startup script would automatically run everything from the main port because that's the directory it was seeing (even though the path I specified in the code to the startup script was correct).

Try changing your startup script to reflect the actual path of where you want it to go...
cd ~/<dev folder>/area
../src/biyg $port >&! $logfile

Implementer of Lost Prophecy,
Tzaro
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Posted by Kiasyn Kelle   (15 posts)  Bio
Date Reply #8 on Sun 16 Jul 2006 10:33 AM (UTC)
Message
Not sure, but doesn't SMAUG auto-restore backed up pfiles if they're missing? Check your backup dir.
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Posted by Zeno   USA  (2,871 posts)  Bio
Date Reply #9 on Sun 16 Jul 2006 08:11 PM (UTC)
Message
I'm starting it by running the startup script in the dev directory. It shouldn't be running in the other directory, but did. Need to find out why.

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #10 on Sun 16 Jul 2006 09:49 PM (UTC)
Message
When you start it like Tzaro suggested, does that get the right pfiles? If it does, then it's something wrong with the startup script; if it doesn't, then it's something in the code.

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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Posted by Zeno   USA  (2,871 posts)  Bio
Date Reply #11 on Sun 16 Jul 2006 11:06 PM (UTC)
Message
I don't think it had the right pfiles. But it didn't have the right area files either. I had edited a helpfile on the dev port using hedit, and the normal MUD was edited instead of the dev port.

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
Top

Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #12 on Sun 16 Jul 2006 11:39 PM (UTC)
Message
So this is even when you cd to devport/area, and run ../src/executable?

Then you've got some paths lying around in your source somewhere. I guess you'd have to grep for them and find where they're hiding -- they've got to be in there somewhere.

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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Posted by Zeno   USA  (2,871 posts)  Bio
Date Reply #13 on Mon 17 Jul 2006 (UTC)

Amended on Mon 17 Jul 2006 12:09 AM (UTC) by Zeno

Message
Argh, wait. Just double checked. Running the exec seems to run in the correct dir. Running the startup script seems to run not in the dev dir, instead in the normal MUDs dir.

I think I got it. Part of the backup line was going back to the wrong dir. Silly me.

On a related note, I want to have a flag in the Makefile to tell it's the dev port, used to have ifchecks in the code. Can this be done? I plan to copy files over from the dev port when code is finished, but don't want to copy stuff for the dev port (like the webserver is off for dev).

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
Top

Posted by Kiasyn Kelle   (15 posts)  Bio
Date Reply #14 on Thu 20 Jul 2006 09:07 AM (UTC)
Message
you could do

append -DDEV to C_FLAGS

in your code

#ifdef DEV
bug( "yay! dev port" );
#else
bug( "boo! not dev port" );
#endif

(stuff in the #ifdef dev wont even be compiled like this)
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