invalid connection handle - IdontMIss - 2019-08-04
I started scripting a fresh new TDM script from 0 and I wanted to try out the bcyrpt hashing alg and everything went fine I created a register/login system but when I wanted to test it next things happend:
myScript:
Code: public OnPlayerConnect(playerid) {
?? ?new query[256];
?? ?mysql_format(SQL, query, sizeof query, "SELECT * FROM `players` WHERE `name`='%e' LIMIT 1", GetPlayerNameEx(playerid)); // 9
??? mysql_pquery(SQL, query, "OnAccountCheck", "i", playerid); // 10
??? #if defined reg_OnPlayerConnect
??????? return reg_OnPlayerConnect(playerid);
??? #else
??????? return true;
??? #endif
}
#if defined _ALS_OnPlayerConnect
??? #undef OnPlayerConnect
#else
??? #define _ALS_OnPlayerConnect
#endif
#define OnPlayerConnect reg_OnPlayerConnect
#if defined reg_OnPlayerConnect
??? forward reg_OnPlayerConnect(playerid);
#endif
The errors I get in mysql
Code: [INFO] changed log level from 'warning, error' to 'debug, info, warning, error'
[DEBUG] CThreadedConnection::WorkerFunc(this=0x41ea020, connection=0x41ea020)
[DEBUG] mysql_format(111, 0x0307AF98, 256, "SELECT * FROM `players` WHERE `name` = '%e'") (modules/register.pwn:10)
[ERROR] mysql_format: invalid connection handle '111' (modules/register.pwn:10)
[DEBUG] mysql_pquery(111, "", "OnAccountCheck", "i") (modules/register.pwn:11)
[ERROR] mysql_pquery: invalid connection handle '111' (modules/register.pwn:11)
[DEBUG] mysql_pquery: return value: '0' (modules/register.pwn:11)
EDIT: I use R41-4 and this happens after OnGameModeInit, and my connection is successful
RE: invalid connection handle - IdontMIss - 2019-08-04
For some reason my connection handle changes?
Code: ?? ?new q[256];
?? ?printf("%d // 1", _:SQL);
?? ?mysql_format(1, q, sizeof q, "SELECT * FROM `players` WHERE `name`='%e' LIMIT 1", GetPlayerNameEx(playerid));
?? ?printf("%d // 2", _:SQL);
??? mysql_pquery(1, q, "OnAccountCheck", "i", playerid);
??? printf("%d // 3", _:SQL);
Returns:
Code: 1 // 1
111 // 2
111 // 3
RE: invalid connection handle - IdontMIss - 2019-08-04
Well I found out why,
Code: forward [MAX_PLAYER_NAME 1]GetPlayerNameEx(playerid);
GetPlayerNameEx(playerid) {
new name[MAX_PLAYER_NAME 1];
GetPlayerName(playerid, name, sizeof name);
return name;
}
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