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#302 Sep 02 2011 at 2:56 PM Rating: Excellent
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Ok, first, do you have the pref set to select the process to monitor?

Following the break point where you get the trace message (and continue stepping through with F10, checking values as you go), you have one of two ways of filling the polProcesses[] array, depending on whether you selected the process or not.

If you did select the process, did it select the correct one? If you did not select the process, did the program find the pol.exe process in its query?

If the pol process you expect is inside the polProcesses[] array, continue.

If it found a pol process, it's going to try to find the ffximain.dll module within that process. Look at process.Modules when it gets to line 681; is ffximain.dll in that list?

This seems to be the most likely failure point if you were constantly seeing the output from
Trace.WriteLine(Thread.CurrentThread.Name + ": Attempting to connect to Final Fantasy.");
in the output log, but not seeing
Trace.WriteLine(string.Format("Module: {0} Base Address: 0x{1:X8}", module.ModuleName, (uint)module.BaseAddress));

If that does seem to be the failure point then look through the module list to find the dll used in the test server install. If this is not the failure point, get back to me.
#303 Sep 02 2011 at 3:47 PM Rating: Good
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I'm not sure what you mean. How do I "have the pref set to select the process to monitor?"

These are my options for the debugger
http://images.bluegartr.com/bucket/gallery/93b5bd1b6bc9e977e8589bb426163cb0.JPG
http://images.bluegartr.com/bucket/gallery/5d29c4c37620b3df9b54dc53970d1e25.JPG

Also, I do sometimes see the "The thread '<No Name>' (0x9a8) has exited with code 0 (0x0)." error
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#304 Sep 02 2011 at 4:14 PM Rating: Excellent
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KParser options, not Visual Studio options. In the Tools/Options dialog box.

The no name thread exiting doesn't matter; it's a debugger thing.
#305 Sep 02 2011 at 4:42 PM Rating: Good
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Okay, cool.

I activated "Select process to monitor" and it showed "Byrth (some numbers)" when I hit "Start Default Parse" then booted me back to the debugger. So it is seeing the process.

When I set a breakpoint on line 681 to look at the process list, I see "ProcessName"="pol" but also a lot of:
'polProcesses[0].StandardError' threw an exception of type 'System.InvalidOperationException'

If I just keep hitting "run" or "Continue" eventually I get KParser throwing a "Specified ProcessID is not a POL process"

Edit: I think I see what you mean about Process.modules. The list is pol.exe, ntdll.dll, wow64.dll, wow64win.dll, and wow64cpu.dll. I don't have WOW installed on my computer, so maybe that's just the list you're looking for?

Edited, Sep 2nd 2011 6:46pm by Byrthnoth
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#306 Sep 02 2011 at 5:34 PM Rating: Excellent
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WOW is part of Windows itself (stands for Windows On Windows). It's the system that allows 32 bit programs to run on a 64 bit machine.

When you break the debugger at line 681 with the appropriate process, hover your cursor over the process.Modules variable in the code window. It should bring up a tooltip-like window with more info about the variable. When you hover over one of the sub-items, it pops up more details about that item, etc.

You want to look at:

process.Modules - base - Non-Public Members - list -

There should be a count of attached modules (mine has 61). Right click on "list" and select "Add Watch". That brings up that variable in the Watch window (should show up at the bottom of the IDE). Expand that at look at the values available.

Obviously, you should be in the full-fledged version of the game at this point. If you're still just in POL it won't work.

Anyway, try to locate ffximain.dll or something similar. Best bet is to look in the install directory for the test server version of FFXI and look at the dlls listed there, and see if any of them show up in the modules list. There's like 5 in the normal FFXI installation directory, so it should be easy enough to track down.

If you can find a new dll that you think matches what you're looking for, replace the text "ffximain.dll" on line 683 with that new dll name and try things again.

#307 Sep 02 2011 at 5:40 PM Rating: Good
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Instead of "list" it says "EventDisposed" when I access it the way you instructed.

I can find a "list" variable below in the Local variable window using:
process -> base -> Modules -> base -> Non-public Members -> list

It has the five processes that the parser cycles through when trying to locate FFXI before throwing the "no POL process" error. If I "watch" it, none of the five members are in the Test Client POL folder. "pol.exe" looks like it should be, but I don't see it.

The Test Client POL folder has:
FFXi.dll
FFXiMain.dll
FFXiResource.dll
FFXiVersions.dll
ImeUiDll.dll

Edited, Sep 2nd 2011 7:51pm by Byrthnoth
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#308 Sep 02 2011 at 5:54 PM Rating: Excellent
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Only 5? Ahh.. ok, try this. Shut down VS2010, and open it again by right clicking and selecting "Run as Administrator". Then try tracking through again.
#309 Sep 02 2011 at 6:28 PM Rating: Good
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It still only comes up with 5 processes. Task Manager shows 94 active.
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#310 Sep 02 2011 at 7:09 PM Rating: Excellent
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I'd only expect to see just 5 modules if you're not running as administrator. Another program I wrote does the same thing if I forget to run it as admin. You -should- be seeing tons of modules (as I said, there are 61 modules attached to pol on my machine).

Since you're running VS in admin and not seeing it... Well, actually, it should have prompted you for a permissions upgrade when you tried to run KParser before, if you hadn't started in admin mode, since KParser requires being run in admin mode all on its own.

Hmm.
#311 Sep 02 2011 at 7:23 PM Rating: Good
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It did that, and I gave it permission to shut itself down and reopen as administrator. I'm doing this on Windows 7, which means that my computer has a default locked/hidden administrator account that I'm not on.

Also, I noticed that my computer may already have had Visual Studio 9 installed (though it didn't show up). Maybe I can try that?

Edit: I can't figure out how to find the executable to run visual studio 9, so I guess it's not happening. I opened my mule on the normal ffxi server and then debugged kparser (so it should have something it recognized to target.) Running it targeting a normal FFXI process gave the same error, so the problem is elsewhere. I think I'm done with this for the night, but if you have any suggestions I'll look in to them tomorrow.

Edited, Sep 2nd 2011 10:09pm by Byrthnoth
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#312 Sep 19 2011 at 5:39 PM Rating: Excellent
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New memloc for Sept patch: 0x005858d8

1.5.14 download available.
#313 Sep 24 2011 at 11:08 AM Rating: Good
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Since the PUP spreadsheet doesn't support kick attacks... What would be an alternate way for assessing the performance of Savateur's Gaiters? Can't add 3% DA because I have previous DA, same with 1.5% TA since I'm using Apoc. Is there any quick workaround?
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#314 Sep 25 2011 at 11:19 PM Rating: Excellent
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Hmm. There's really no good way, since kicks have different damage ratings than punches, and you only get one kick per round, which means you can't just swap in DA for it. Probably the "easiest" way would be to take the mnk spreadsheet and readjust all the base numbers (skill, 0 base kick rate) for pup, then add in the gear you want to compare. Messy, but less annoying than doing the statistics for adding kick attacks to pup's.
#315 Sep 26 2011 at 12:05 AM Rating: Excellent
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1.6.0 (September 25, 2011)
- Fixed Chant du Cygne's name so that it's properly classified as a weaponskill.
+ Updated Corsair rolls list.
* Improved entity classification.
+ Added parsing of absorbed damage.
+ Added or corrected processing and displaying of data in the following tabs to account for absorbed damage:
Offense, Offense Details, Defense Details, Damage Graph, WS Rates, Thief.
~ Defense has not been updated yet; still working out how I want to implement it.
~ Ranged attacks on Offense tab not adjusted yet since I don't have a parse sample to confirm.
+ Added preliminary "Defense Buffs by Time" tab (Def. by Time), to complement the "Buffs by Time" tab.
* Changed location of error.log file to be placed in the user's app data path (a more correct location for a file that's being written to).
#316 Sep 27 2011 at 12:22 PM Rating: Decent
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Kinematics wrote:

+ Added parsing of absorbed damage.


I was just going to come in and ask if this was in the program somewhere, or if you were going to add it lol.
#317 Sep 27 2011 at 6:42 PM Rating: Excellent
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1.6.1 (September 27, 2011)
- Fix: Wrong values displayed for M+0.Avg damage.
- Fix: Min/max values in Offense tab not calculated properly during live parsing.
- Fix: Pets using JAs to do AOE cures that hit NPCs ended up being classified as absorbs due to the NPCs being classifed as mobs.
#318 Oct 13 2011 at 11:15 AM Rating: Excellent
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Regarding the spreadsheets rather than the parser, but for TaimMeich since he posted here: Rebuilt the pup spreadsheet with the new format, and added in handling of kick attacks. Fixed a few bugs along the way as well. Doesn't fully account for AF3 set bonus yet, though (effect should be very minor).
#319 Nov 23 2011 at 5:30 PM Rating: Excellent
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Version 1.6 2


I've added a bit of code to use a memory 'signature' for determining the chat log memory location. It's currently implemented as a fallback for the explicit memloc; if you have a valid memloc, it will always work without needing to do this extra scan.

I don't know yet how stable this is. The values that I'm comparing against don't appear to change across restarts of the game (including movement of memory in general), but I can't guarantee that they won't change on other people's systems or during a patch (rendering the entire check moot).

As such, anyone who would like to try it out, please test it and let me know if it ever fails. All you have to do is change the memloc in Options to something you know is invalid (eg: 0x5858d0) and then try parsing (simply starting and immediately stopping is enough if you just want to go by the error log). If it successfully parses that means the signature is good; if it fails to parse it means the signature is not entirely stable. KParser will log part of the memory examined if the signature scan fails, so you can send that to me and it will help me refine the signature.

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#320 Nov 26 2011 at 11:59 AM Rating: Good
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I tried to use your new "invalid memlock" thing to make it parse the Test Server. It finds my character, but does not parse. I think that's the same problem I was having before. The test server client is the only version of FFXI open and the memlock is set to 00FFFFFF.
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#321 Nov 27 2011 at 5:17 PM Rating: Excellent
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Can you check the error log? Send me a PM of the memory area it scanned.
#322 Nov 28 2011 at 12:00 AM Rating: Good
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Perhaps I'm accessing it wrong or looking in the wrong place, but error.txt in the Kparser folder still has stuff from September 28th and nothing new.
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#323 Nov 28 2011 at 10:58 AM Rating: Excellent
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Open the About dialog (F1) and click the Errors button to open it.
#324 Nov 30 2011 at 12:04 AM Rating: Good
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I e-mailed you part of my error log.
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#325 Jan 28 2012 at 5:34 PM Rating: Good
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hmmm

m.low value is showing 0 for pets. is it counting misses as 0 damage?

I really can't figure why. I'm only testing vs level 0 mobs to get min/max hit values.
My pets are hitting for 0, although sometimes the mobs do.

Edited, Jan 31st 2012 5:35pm by Xilk
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