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| Connecting and disconnecting the server |
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Posted by: iyat.asagy3 - 2024-01-18, 09:07 PM - Forum: Support
- No Replies
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Hello, how long has it been when I go to a server, after about 10 to 12 minutes the server restarts for me and sometimes I need to exit the game in all servers, how can I solve this problem?
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Parallel for missing iterations? |
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Posted by: visibleonbush1 - 2024-01-18, 07:00 PM - Forum: Questions and Suggestions
- Replies (2)
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Hi, I'm working on optimizing a piece of code, the code performs well for smaller values of 'n' (e.g., 10,000), but when 'n' is significantly larger (e.g., 100,000), it seems to skip a considerable number of iterations. Specifically, I've tested it with 'n' set to 100,000, and it only executes 1,410,065,408 iterations out of the expected 10,000,000,000., im asking here because if n is not so big (10k) he is perfectly fine, am i missing anything (thank you in advance).
Code: int compute_forces( void )
{
int n_intersections = 0;
int nThread = omp_get_num_threads();
int *nit = calloc(8, sizeof(int));
long long asdf = 0;
// Parallelized the outer function, because the internal would have a lot more overhead
#pragma omp parallel for collapse(2) default(none) shared(ncircles, circles, EPSILON, K, nit) schedule(static, ncircles) reduction(+:n_intersections) reduction(+:asdf)
for (int i=0; i<ncircles; i++) {
for (int j=0; j<ncircles; j++) {
//nit[omp_get_thread_num()]++;
asdf++;
if (j <= i) {
continue;
}
const float deltax = circles[j].x - circles[i].x;
const float deltay = circles[j].y - circles[i].y;
const float dist = hypotf(deltax, deltay);
const float Rsum = circles[i].r + circles[j].r;
if (dist < Rsum - EPSILON) {
n_intersections++;
const float overlap = Rsum - dist;
assert(overlap > 0.0);
const float overlap_tmp = overlap / (dist + EPSILON);
const float overlap_x = overlap_tmp * deltax;
const float overlap_y = overlap_tmp * deltay;
#pragma omp atomic
circles[i].dx -= overlap_x;
#pragma omp atomic
circles[i].dy -= overlap_y;
#pragma omp atomic
circles[j].dx += overlap_x;
#pragma omp atomic
circles[j].dy += overlap_y;
}
}
}
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| JSON Gamemode Base |
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Posted by: Dev86 - 2024-01-16, 01:52 PM - Forum: Gamemodes
- No Replies
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JSON Gamemode Base
An OpenMP gamemode that stores player data in a JSON Object using samp-json.
Example of a player object:
Code: {
"id": 0,
"name": "Davorin_Adler",
"password": "<password-hash-goes-here>"
}
All columns on your MySQL Database will be loaded into your JSON Object.
NOTE:
I have written this initially for a gamemode I was personally going to be working on. However, it turned out to be more of a hassle to work with than anything.
I would recommend you base your new gamemode with this if you are a martyr.
DEPENDENCIES:
pawn-json
MySQL R41-4 by pBlueG
YSI 5.x
- y_inline
- y_inline_mysql
- y_inline_bcrypt
- y_dialog
INSTALL:
https://github.com/sampdevi/samp-json-auth
no sampctl support (yet) I'm too lazy zzzzzz
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| Chat Config |
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Posted by: eubluen - 2024-01-09, 09:56 AM - Forum: Libraries
- No Replies
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Chat Config
Download:
Summary of the Include:
- You will be able to globally or per player control whether they will have the chat enabled or not. It's an include that will help those who want to create an RP server or a project without chat. More information is available in the repository on GitHub. If there are any bugs or anything of the sort, just give me a heads up.
Enjoy :)
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| couldn't announce legacy network error |
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Posted by: CJ101 - 2024-01-09, 01:13 AM - Forum: Support
- Replies (1)
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This started happening out of nowhere. (However, i did upgrade to latest open.mp Build)
Code: [00:25:40] [Info] Couldn't announce legacy network to open.mp list.
[00:25:40] [Info] [Server Error] Status: 406
[00:25:40] [Info] [Server Error] Message: {"error":"failed to query server: failed to resolve host: address 2604:2dc0:101:200::1cee:7777: too many colons in address"}
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