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PlusEMU Debug LOGGER
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<blockquote data-quote="Buu" data-source="post: 469941" data-attributes="member: 101914"><p>If you still see it, [ICODE]Log.Debug()[/ICODE] is definitely called somewhere.</p><p>That surprises me, because even if the project was compiled with the debug configuration but no debugger attached, [ICODE]Debugger.IsAttached[/ICODE] will return [ICODE]false[/ICODE] and [ICODE]Log.Debug()[/ICODE] cannot be called accordingly.</p><p>You could still try to build the project with the release configuration (see my previous post), it might work after all, which still would be pretty strange. But hey, if it works <img class="smilie smilie--emoji" loading="lazy" alt="🤷♂️" title="Man shrugging :man_shrugging:" src="https://cdn.jsdelivr.net/joypixels/assets/6.6/png/unicode/64/1f937-2642.png" data-shortname=":man_shrugging:" />.</p><p></p><p>If it does not work, I refer to [ICODE]PacketManager.cs:L132[/ICODE] from <a href="https://github.com/Sledmore/PlusEMU/blob/ba70b05e36dbda8a96e5ab0dfc0f502fe2c94127/Communication/Packets/PacketManager.cs" target="_blank">https://github.com/Sledmore/PlusEMU/blob/ba70b05e36dbda8a96e5ab0dfc0f502fe2c94127/Communication/Packets/PacketManager.cs</a> again.</p><p>[CODE=csharp]public void TryExecutePacket(GameClient session, ClientPacket packet)</p><p> {</p><p> if (session == null)</p><p> return;</p><p></p><p> if (!_incomingPackets.TryGetValue(packet.Id, out IPacketEvent pak))</p><p> {</p><p> if (System.Diagnostics.Debugger.IsAttached)</p><p> Log.Debug("Unhandled Packet: " + packet);</p><p> return;</p><p> }</p><p></p><p> if (System.Diagnostics.Debugger.IsAttached)</p><p> {</p><p> if (_packetNames.ContainsKey(packet.Id))</p><p> Log.Debug("Handled Packet: [" + packet.Id + "] " + _packetNames[packet.Id]);</p><p> else</p><p> Log.Debug("Handled Packet: [" + packet.Id + "] UnnamedPacketEvent");</p><p> }</p><p></p><p> if (!_ignoreTasks)</p><p> ExecutePacketAsync(session, packet, pak);</p><p> else</p><p> pak.Parse(session, packet);</p><p> }[/CODE]</p><p></p><p>Are there any differences between your and this [ICODE]TryExecutePacket()[/ICODE] method?</p><p>If so, I would ask you to post the class or upload the project solution somewhere. If everything is identical, I would have to look over it myself. The last time I actively dealt with Habbo was in 2011. Therefore, I am unfortunately not aware of today's emulators <img class="smilie smilie--emoji" loading="lazy" alt="😅" title="Grinning face with sweat :sweat_smile:" src="https://cdn.jsdelivr.net/joypixels/assets/6.6/png/unicode/64/1f605.png" data-shortname=":sweat_smile:" />.</p></blockquote><p></p>
[QUOTE="Buu, post: 469941, member: 101914"] If you still see it, [ICODE]Log.Debug()[/ICODE] is definitely called somewhere. That surprises me, because even if the project was compiled with the debug configuration but no debugger attached, [ICODE]Debugger.IsAttached[/ICODE] will return [ICODE]false[/ICODE] and [ICODE]Log.Debug()[/ICODE] cannot be called accordingly. You could still try to build the project with the release configuration (see my previous post), it might work after all, which still would be pretty strange. But hey, if it works 🤷♂️. If it does not work, I refer to [ICODE]PacketManager.cs:L132[/ICODE] from [URL]https://github.com/Sledmore/PlusEMU/blob/ba70b05e36dbda8a96e5ab0dfc0f502fe2c94127/Communication/Packets/PacketManager.cs[/URL] again. [CODE=csharp]public void TryExecutePacket(GameClient session, ClientPacket packet) { if (session == null) return; if (!_incomingPackets.TryGetValue(packet.Id, out IPacketEvent pak)) { if (System.Diagnostics.Debugger.IsAttached) Log.Debug("Unhandled Packet: " + packet); return; } if (System.Diagnostics.Debugger.IsAttached) { if (_packetNames.ContainsKey(packet.Id)) Log.Debug("Handled Packet: [" + packet.Id + "] " + _packetNames[packet.Id]); else Log.Debug("Handled Packet: [" + packet.Id + "] UnnamedPacketEvent"); } if (!_ignoreTasks) ExecutePacketAsync(session, packet, pak); else pak.Parse(session, packet); }[/CODE] Are there any differences between your and this [ICODE]TryExecutePacket()[/ICODE] method? If so, I would ask you to post the class or upload the project solution somewhere. If everything is identical, I would have to look over it myself. The last time I actively dealt with Habbo was in 2011. Therefore, I am unfortunately not aware of today's emulators 😅. [/QUOTE]
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