3.10 compilation errors.
I had problems like this before with 3.9 so thought i just had to edit the header files like before so they pointed directly to the stuff on my system... well i assume this is something differnt cause it is not working. I am no c++ expert so here is my problem:
In file included from ../common/database.h:28, from ../common/database.cpp:32: ../common/eq_packet_structs.h:562: anonymous class type not used to declare any objects ../common/database.cpp: In method `sint32 Database::GetItemsCount(int32 * = 0)': ../common/database.cpp:2027: warning: unused variable `int32 tmpItemCount' ../common/database.cpp:2026: warning: unused variable `int32 tmpMaxItem' seems like it is pointling to eq_packet_structs.h. Could yall point me in the right direction please? :) by the by sence winex got eq working and sence i got your stuff it is the first time i played eq in like three mounths. So thanks peoples for your work.. |
Those are just warning.. not errors.. but tahts quag's win32 sharemem stuff.. shoudln't be included at all
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There is an error...I get the same thing when compiling the world src:
In file included from ../common/database.h:32, from ../common/database.cpp:39: ../common/eq_packet_structs.h:562: anonymous class type not used to declare any objects ../common/database.cpp: In method `sint32 Database::GetItemsCount(int32 * = 0)': ../common/database.cpp:2034: warning: unused variable `int32 tmpItemCount' ../common/database.cpp:2033: warning: unused variable `int32 tmpMaxItem' make: *** [../common/database.o] Error 1 It errors, and doesn't finish...not sure what the error is though.... |
I'll look at it.. i think someone left the sharemem stuff in, because the maxitemcoutn and Getitem count are for that, but since I haven't finished the linux version they are not exaclty needed yet.
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I still can't get this to compile....anyone been successful with it yet?
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The gcc doesn`t like the union in the struct in eq_packet_structs.h I think. I just saw that all 3 parts had been identical and removed the additionals to merge to a normal struct and all compiled well.
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OK, so.....what exactly did ya change to get it to compile?
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Hier ein diff von den beiden Files:
530c530 < union { struct { --- > //union { struct { 563,630c563,630 < struct { < /*0075*/ int8 class_; // Class < /*0076*/ int8 gender; // Gender Flag, 0 = Male, 1 = Female, 2 = Other < /*0077*/ int8 level; // Level of spawn (might be one sint8) < /*0078*/ int8 invis; // 0=visable, 1=invisable < /*0079*/ int8 unknown078; < /*0080*/ int8 pvp; < /*0081*/ int8 anim_type; < /*0082*/ int8 light; // Light emitting < /*0083*/ int8 anon; // 0=normal, 1=anon, 2=RP < /*0084*/ int8 AFK; // 0=off, 1=on < /*0085*/ int8 s_unknown5_2; // used to be s_unknown5[2] < /*0086*/ int8 LD; // 0=NotLD, 1=LD < /*0087*/ int8 GM; // 0=NotGM, 1=GM < /*0088*/ int8 s_unknown5_5; // used to be s_unknown5[5] < /*0089*/ int8 npc_armor_graphic; // 0xFF=Player, 0=none, 1=leather, 2=chain, 3=steelplate < /*0090*/ int8 npc_helm_graphic; // 0xFF=Player, 0=none, 1=leather, 2=chain, 3=steelplate < /*0091*/ int8 s_unknown5_8; // used to be s_unknown5[8] < /*0092*/ int16 equipment[9]; // Equipment worn: 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 < /*0110*/ char name[64]; // Name of spawn (len is 30 or less) < /*0174*/ char lastname[20]; // Last Name of player < /*0194*/ sint8 guildrank; // ***Placeholder < /*0195*/ int8 unknown195[13]; < /*0208*/ int16 deity; // Deity. < /*0210*/ int8 unknown163[3]; // ***Placeholder < /*0213*/ int8 haircolor; < /*0214*/ int8 beardcolor; < /*0215*/ int8 eyecolor1; // the eyecolors always seem to be the same, maybe left and right eye? < /*0216*/ int8 eyecolor2; < /*0217*/ int8 hairstyle; < /*0218*/ int8 title; //Face Overlay? (barbarian only) < /*0219*/ int8 luclinface; // and beard < } npcstruct; < struct { < /*0075*/ int8 class_; // Class < /*0076*/ int8 gender; // Gender Flag, 0 = Male, 1 = Female, 2 = Other < /*0077*/ int8 level; // Level of spawn (might be one sint8) < /*0078*/ int8 invis; // 0=visable, 1=invisable < /*0079*/ int8 unknown078; < /*0080*/ int8 pvp; < /*0081*/ int8 anim_type; < /*0082*/ int8 light; // Light emitting < /*0083*/ int8 anon; // 0=normal, 1=anon, 2=RP < /*0084*/ int8 AFK; // 0=off, 1=on < /*0085*/ int8 s_unknown5_2; // used to be s_unknown5[2] < /*0086*/ int8 LD; // 0=NotLD, 1=LD < /*0087*/ int8 GM; // 0=NotGM, 1=GM < /*0088*/ int8 s_unknown5_5; // used to be s_unknown5[5] < /*0089*/ int8 npc_armor_graphic; // 0xFF=Player, 0=none, 1=leather, 2=chain, 3=steelplate < /*0090*/ int8 npc_helm_graphic; // 0xFF=Player, 0=none, 1=leather, 2=chain, 3=steelplate < /*0091*/ int8 s_unknown5_8; // used to be s_unknown5[8] < /*0092*/ int16 equipment[9]; // Equipment worn: 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 < /*0110*/ char name[64]; // Name of spawn (len is 30 or less) < /*0174*/ char lastname[20]; // Last Name of player < /*0194*/ sint8 guildrank; // ***Placeholder < /*0195*/ int8 unknown195[13]; < /*0208*/ int16 deity; // Deity. < /*0210*/ int8 unknown163[3]; // ***Placeholder < /*0213*/ int8 haircolor; < /*0214*/ int8 beardcolor; < /*0215*/ int8 eyecolor1; // the eyecolors always seem to be the same, maybe left and right eye? < /*0216*/ int8 eyecolor2; < /*0217*/ int8 hairstyle; < /*0218*/ int8 title; //Face Overlay? (barbarian only) < /*0219*/ int8 luclinface; // and beard < } playerstruct; < }; < }; --- > // struct { > // /*0075*/ int8 class_; // Class > // /*0076*/ int8 gender; // Gender Flag, 0 = Male, 1 = Female, 2 = Other > // /*0077*/ int8 level; // Level of spawn (might be one sint8) > // /*0078*/ int8 invis; // 0=visable, 1=invisable > // /*0079*/ int8 unknown078; > // /*0080*/ int8 pvp; > // /*0081*/ int8 anim_type; > // /*0082*/ int8 light; // Light emitting > // /*0083*/ int8 anon; // 0=normal, 1=anon, 2=RP > // /*0084*/ int8 AFK; // 0=off, 1=on > // /*0085*/ int8 s_unknown5_2; // used to be s_unknown5[2] > // /*0086*/ int8 LD; // 0=NotLD, 1=LD > // /*0087*/ int8 GM; // 0=NotGM, 1=GM > // /*0088*/ int8 s_unknown5_5; // used to be s_unknown5[5] > // /*0089*/ int8 npc_armor_graphic; // 0xFF=Player, 0=none, 1=leather, 2=chain, 3=steelplate > // /*0090*/ int8 npc_helm_graphic; // 0xFF=Player, 0=none, 1=leather, 2=chain, 3=steelplate > // /*0091*/ int8 s_unknown5_8; // used to be s_unknown5[8] > // /*0092*/ int16 equipment[9]; // Equipment worn: 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 > // /*0110*/ char name[64]; // Name of spawn (len is 30 or less) > // /*0174*/ char lastname[20]; // Last Name of player > // /*0194*/ sint8 guildrank; // ***Placeholder > // /*0195*/ int8 unknown195[13]; > // /*0208*/ int16 deity; // Deity. > // /*0210*/ int8 unknown163[3]; // ***Placeholder > // /*0213*/ int8 haircolor; > // /*0214*/ int8 beardcolor; > // /*0215*/ int8 eyecolor1; // the eyecolors always seem to be the same, maybe left and right eye? > // /*0216*/ int8 eyecolor2; > // /*0217*/ int8 hairstyle; > // /*0218*/ int8 title; //Face Overlay? (barbarian only) > // /*0219*/ int8 luclinface; // and beard > // } npcstruct; > // struct { > // /*0075*/ int8 class_; // Class > // /*0076*/ int8 gender; // Gender Flag, 0 = Male, 1 = Female, 2 = Other > // /*0077*/ int8 level; // Level of spawn (might be one sint8) > // /*0078*/ int8 invis; // 0=visable, 1=invisable > // /*0079*/ int8 unknown078; > // /*0080*/ int8 pvp; > // /*0081*/ int8 anim_type; > // /*0082*/ int8 light; // Light emitting > // /*0083*/ int8 anon; // 0=normal, 1=anon, 2=RP > // /*0084*/ int8 AFK; // 0=off, 1=on > // /*0085*/ int8 s_unknown5_2; // used to be s_unknown5[2] > // /*0086*/ int8 LD; // 0=NotLD, 1=LD > // /*0087*/ int8 GM; // 0=NotGM, 1=GM > // /*0088*/ int8 s_unknown5_5; // used to be s_unknown5[5] > // /*0089*/ int8 npc_armor_graphic; // 0xFF=Player, 0=none, 1=leather, 2=chain, 3=steelplate > // /*0090*/ int8 npc_helm_graphic; // 0xFF=Player, 0=none, 1=leather, 2=chain, 3=steelplate > // /*0091*/ int8 s_unknown5_8; // used to be s_unknown5[8] > // /*0092*/ int16 equipment[9]; // Equipment worn: 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 > // /*0110*/ char name[64]; // Name of spawn (len is 30 or less) > // /*0174*/ char lastname[20]; // Last Name of player > // /*0194*/ sint8 guildrank; // ***Placeholder > // /*0195*/ int8 unknown195[13]; > // /*0208*/ int16 deity; // Deity. > // /*0210*/ int8 unknown163[3]; // ***Placeholder > // /*0213*/ int8 haircolor; > // /*0214*/ int8 beardcolor; > // /*0215*/ int8 eyecolor1; // the eyecolors always seem to be the same, maybe left and right eye? > // /*0216*/ int8 eyecolor2; > // /*0217*/ int8 hairstyle; > // /*0218*/ int8 title; //Face Overlay? (barbarian only) > // /*0219*/ int8 luclinface; // and beard > // } playerstruct; > //}; > //}; |
thanks, that worked =)
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These changes combined with the INET patch, plus the memshare work will make for a heck of a jump in the next linux versions!
Just got my linux box rebuilt, so I'll actually be able to work on the linux version again ! |
Are you compiling with gcc3.2?
Getting a slew of errors when trying to build it... |
Trump,
The gcc-3.2 compilation errors aren't new to the 0.3.10 release. I recently updated my Gentoo system to version 1.4_rc1, which is gcc-3.2 based. I did this to get the most benefit from my Athlon XP processor and it's working great... except for compiling eqemu. Eqemu 0.3.9 also doesn't compile under gcc-3.2 (same exact error msgs). Somebody with a lot more coding smarts than me would need to overhaul eqemu to get it working under gcc-3.2. This will have to happen at some point if Linux is going to have a future in eqemu. In time gcc-2.9x will fade from existence on modern Linux systems. ==Flipper== |
Yea, I just put 1.4 on my box.. I had the emu compiling with 3.0.4 but they changed the ABI alot with 3.2, so it will probably take a bit of work to get it running again on newer versions. I do believe a few people have been working on eqemu with updated gcc versions though.
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So, I cant compile on that box, it's still using ecgs, and i'm not about to try and figure that one out. That does bring up a good case for upgrading that server though.. :-)
I wonder how portable cygwin binaries are... LOL.. |
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