bridgar
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Posts posted by bridgar
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This is exactly what I needed. Thank you!
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This does appear to be what I'm looking for. I don't know how they're hashed, though. Can I turn these hashes back into commands?
Also, out of curiosity, is this generated real-time or dumped after the game?
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Hi,
I am interested in recording the commands that I give in game.
This format seems to make sense: Turn X, unit list Y was given command Z at destination W.
My first approach is to look at NetMessageSim and catch the messages before they send to pull apart my commands. My problem here is that I can't seem to make any sense of the "command" stored in the RootedValue tmpData. (CSimulationMessage::Serialize in NetMessageSim.cpp)
My second approach is to pull the packets that I send. Here, I seem to be able to get the command type, time of the packet sending, and number of units. I cannot, however figure out the destination from the packets.
Example packet: http://imgur.com/0fXkCIq
You can see that there are 9 units being moved with a walk command; I just can't figure out how to get the x and z coordinates of the destination or what the units are. I can see that x and z are there but I have no way of knowing. For my purposes, location of the command may be sufficient.
Does anyone have any idea how to get the destination of commands?
Debugging NetMessages
in Game Development & Technical Discussion
Posted
Hello, I am interested in what goes into a Simulation Command Message but am having difficulties debugging.
I am using Visual Studio 2012 on Windows with the vc2012 build of the most recent commit. When I try to debug NetMessage.cpp with a breakpoint in CNetMessageFactory::CreateMessage and step through where pNewMessage gets initialized, I cannot see pNewMessage. pNewMessage does not show up in autos, locals, or when I put a watch on it. Is there a way to see the message being constructed?