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Messages - Vorspire
I didn't update the PayPal IPN PHP because it will be obsolete with the next VNc AutoDonate module release, which will handle the IPN by listening for HTTP requests and handling them just like the PHP does. MySQL will still be an option, but will no longer be required as the internal IPN handler will be able to directly communicate with PayPal.
The aim of the updates is to make sure everything works with as little fuss and configuration as required; currently, the AutoDonate module is the only module that requires 3rd party files in order to function properly; this will no longer be the case.
ETA on VNc 3.0 release is uncertain, but should be very soon, within the week.
If VNc doesn't exist, they won't be able to compile the server.
There is a way to check if VNc is installed though, you can use something like this;
If you post the code that you're using, I can help you come up with a fallback solution.
Async writing is part of VNc's background saving technique to reduce save times, which is implemented in most services and modules.
If you are 100% certain that the PlayerNames service is causing the hang (it doesn't seem to be, since the console continues output), then you can disable Async writing by editing PlayerNames_Init.cs;
Please let me know if the issue persists with Async writing disabled.
Hmm, such is the burden of being restricted to lower PHP versions.
My webhost recently upgraded PHP too, so it will be easier for me to write compliant code.
You need to change all function calls named mysql_* to mysqli_*
There are also some function signatures that change, but Googling 'PHP mysqli_' will make it easier to determine.
Some of the arguments have the position of the connection resource object different.
If you get stuck, post here and I'll help.
I will update the download with an updated IPN.php soon.
I don't know to be honest, I have used the TreeGump in many places without an issue, however, I have not used a Text Entry in any of them.
As always, please post your full, current source code and any error logs you have.
The system is kinda volatile, because it uses EventSink.SpellCastRequest to determine when to send the gump, sometimes the player's spell is nulled before the gump can check and basically pauses the gump, sometimes breaking it. You may be able to fix it by using [CastBarPos to display the place-holder preview, then close it with a right-click; try casting a spell with a long cast time, like Explosion or Meteor Swarm.
The gumps nternal timer is accurate to 100ms, so if by chance the spell is nulled before the gump finishes animating, it can stick.
The next VNc release won't be long, I'll review all the bug reports since the last release and will rectify them.
Thanks for taking the time to post about it
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