Open MatheusAgL opened 2 years ago
[debug] Long callback execution detected (hang or performance issue)
[debug] AMX backtrace:
[debug] #0 0003c42c in Malloc_Free (Alloc:slot=6647277) at C:\Users\MASTER-PC\Desktop\Brasil-New-Start\dependencies\YSI-Includes\YSI_Coding\y_timers\..\y_malloc\y_malloc_funcs.inc:903
[debug] #1 0003df00 in _Timer_F (Timer:slot=6647277, force=0) at C:\Users\MASTER-PC\Desktop\Brasil-New-Start\dependencies\YSI-Includes\YSI_Coding\y_timers\y_timers_impl.inc:511
[debug] #2 000686c4 in public @_yTKickBanido (6647213, 0) at C:\Users\MASTER-PC\Desktop\Brasil-New-Start\gamemodes\main.pwn:166
timer KickBanido[1000](playerid) {
return Kick(playerid);
}
defer KickBanido[1000](idplayer);
When I try the version 5.05.0505, it generates these errors:
redefinition of constant/macro (symbol "u@$")
Are you stopping a timer inside itself?
I did some tests and found that in the recent version I can't stop a timer in OnPlayerDisconnect, as the server freezes if the timer is already stopped.
Example:
public OnPlayerConnect(playerid) {
LoginTimer[playerid] = repeat FinishInterpolateCamera(playerid);
}
public OnPlayerSpawn(playerid) {
stop LoginTimer[playerid];
}
public OnPlayerDisconnect(playerid, reason) {
stop LoginTimer[playerid];
}
I did some tests and found that in the recent version I can't stop a timer in OnPlayerDisconnect, as the server freezes if the timer is already stopped.
Example:
public OnPlayerConnect(playerid) { LoginTimer[playerid] = repeat FinishInterpolateCamera(playerid); } public OnPlayerSpawn(playerid) { stop LoginTimer[playerid]; } public OnPlayerDisconnect(playerid, reason) { stop LoginTimer[playerid]; }
same problem to me
Is this still a problem? I've done some more work on enabling killing timers twice.