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  1. #1006
    MaiN's Avatar Elite User
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    Originally Posted by suicidity View Post
    get it I don't

    k? mad u? my flow control?
    lol, I suppose if you don't get it not so many else will.
    It allows you to do stuff like this in EndScene:

    Code:
    WoWGameObject fishingBobber = ...;
    while (!fishingBobber.IsBobbing)
      _coroutine.Yield();
    Or you could write a sleep function:
    Code:
    void Sleep(int ms)
    {
      DateTime now = DateTime.Now;
      while (DateTime.Now.Subtract(now).TotalMilliseconds < ms)
      {
        _coroutine.Yield();
      }
    }
    With coroutines that would be able to run in EndScene without causing a hangup. Yielding causes it to restore the stack and jump back to after the 'Enter' function call - when you enter again, control flow is resumed after the 'yield'.
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

    Screenshot Thread
  2. #1007
    Bananenbrot's Avatar Contributor
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    Is this done completely manually? I mean... do you keep a copy of the stack and the thread context somewhere?
    Would be quite complicated to determine which registers were modified and which were not oO

    Also, what is the purpose of your (void *)1 pointers? I bet NULL is already busy or something...

  3. #1008
    MaiN's Avatar Elite User
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    Originally Posted by Bananenbrot View Post
    Is this done completely manually? I mean... do you keep a copy of the stack and the thread context somewhere?
    Would be quite complicated to determine which registers were modified and which were not oO

    Also, what is the purpose of your (void *)1 pointers? I bet NULL is already busy or something...
    I store parts of the stack, yes. 'Enter' returns null when there are no places to jump to, for example if you didn't yield the last frame or haven't ever yielded. It's all just 2 (naked) functions with some inline Assembly. There are still a few bugs though - I don't store the stack when going enter->yield, only yield->enter - which causes problems sometimes.
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

  4. #1009
    caytchen's Avatar Contributor
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    Inb4 try using stack locals. Also, there is prior art: Protothreads - Lightweight, Stackless Threads in C
    The author of boost::asio wrote on the topic, too: http://blog.think-async.com/2010/03/...oroutines.html
    Last edited by caytchen; 06-11-2011 at 02:56 PM.

  5. #1010
    MaiN's Avatar Elite User
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    Originally Posted by caytchen View Post
    Inb4 try using stack locals. Also, there is prior art: Protothreads - Lightweight, Stackless Threads in C
    The author of boost::asio wrote on the topic, too: Thinking Asynchronously in C++: A potted guide to stackless coroutines
    I know there were a lot of "pseudo" coroutines available, but I wanted one where I didn't need to code specially for it. There is also the IEnumerator way of doing coroutines in C# (the compiler transforms iterators to state machines automatically), but I didn't really like it. Also, stack locals work fine - that part of the stack is restored when control is transferred.
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

  6. #1011
    Jadd's Avatar 🐸 Premium Seller
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    Don't ask.

  7. #1012
    Bananenbrot's Avatar Contributor
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    Sounds much like Pokémon to me

  8. #1013
    Jadd's Avatar 🐸 Premium Seller
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    Originally Posted by Bananenbrot View Post
    Sounds much like Pokémon to me
    Sounds like a Secret of Mana boss fight to me.

  9. #1014
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by caytchen View Post
    Inb4 try using stack locals. Also, there is prior art: Protothreads - Lightweight, Stackless Threads in C
    The author of boost::asio wrote on the topic, too: Thinking Asynchronously in C++: A potted guide to stackless coroutines
    There was also an attempt a while back at a coroutines library for Boost proposal, but it looks like it's been abandoned:
    Chapter*1.*Boost.Coroutine

  10. #1015
    Jadd's Avatar 🐸 Premium Seller
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    Originally Posted by Cypher View Post
    I notice you're still taking fall damage. Adding a no fall damage hack would make the 'stop fall' hack more useful.
    They added a server-side check IIRC.

  11. #1016
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Jadd View Post
    They added a server-side check IIRC.
    There are server side checks for fly hacking, speed hacking, and teleporting too. Bypass it.

  12. #1017
    Jadd's Avatar 🐸 Premium Seller
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    Originally Posted by Cypher View Post
    There are server side checks for fly hacking, speed hacking, and teleporting too. Bypass it.


    But hoooooooooooow?

  13. #1018
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by Jadd View Post


    But hoooooooooooow?

  14. #1019
    MaiN's Avatar Elite User
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    Originally Posted by Cypher View Post
    Cannot be unseen.
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

  15. #1020
    xalcon's Avatar Contributor ふたなり
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    Hey. This is my little project I'm currently working on. My radar draws every single object onto the frame, using the playerposition as the center.



    It works quite well... there is only some glitch when moving to the border of an adt tile, but this is because I only load one minimap-tile at any time and I need four to display any map position at this resolution. But anyhow, I'm very happy with it.

    So, thank you all for your great work Now I have to fix this backgroundglitch and then I have to implement some kind of MPQ-Reading-System and BLP to Bitmap converter, since every single Minimap-Tile is extracted and converted by hand :X

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