Database corruption repaired

At around 20:00 today I noticed that the PlayerINI database had become corrupted. As a result, part of the PlayerINIs had become unaccessible, which would cause the game to get stuck after logging in.

I've fixed this by re-creating the database from a recent backup. Some of the recent changes might have been lost.

If you have somehow lost a significant part of PlayerINI data (I don't expect this has happened for anyone, but just in case) and would like to get it back, please contact me. I might be able to restore some more PlayerINIs by combining data from old backups.

Replies (20)

Last message on 4 Jul 2019

Nicolasyht on 21 Apr 2019, 00:38:48
Hi, I can't enter in MYSTERYTALE Online a Multiplayer Game that was made with this Source. The creator said to come here if I have any problems with the account. And I'm having. (If this isn't the right topic, please notify me.) Every time I try to log in it says I need to log in with an account. But I'm Logging with my account! So I try to register and the Register Button Just doesn't work! Is it because of the game, or it's my account glitched? Some Players can Play normally. I did a right decision on contacting you guys, or I need to contact the Creator of the game? Thank you.
Size43 (Administrator) on 24 Apr 2019, 12:00:39
Try installing the MSVC runtime redistributable:https://www.microsoft.com/en-us/download/details.aspx?id=48145
R3styn on 8 Jun 2019, 16:23:46
I want the server to select random at the beginning of the game
a player who gets a "hot potato" and that player explodes after 120 seconds
My project file:http://www.mediafire.com/file/5u99oxrqvhxhpx4/TNT_Tag.zip/file
Shaddovv on 20 May 2019, 10:14:37
Thanks for all the updates.
TheLandimizer on 23 Apr 2019, 03:50:09
Hey random GMServer question. I know this is unrelated to this post, however I couldn't think of another way to contact you. Would it cause any problems to instead of just having a login screen, have a custom object that makes you type a string, and then "gms_login_set_username" the string typed? (Essentially, custom usernames for short sessions.) Would that cause issues if it sets a username that is already an account? Because I don't plan on using online saves, and quick online matches would likely be done, so just being able to set any username would be convenient.
Size43 (Administrator) on 24 Apr 2019, 12:03:20
Yeah, there is no perfect option for that (until the rewrite eventually arrives) right now. It will refuse to log you in with a name that has a registered account, so you'll have to come up with some scheme to adjust the name until the server accepts it.
JorgeMCS on 9 Apr 2019, 23:17:33
Hello,
I have a question, it is normal that when compiling to test my application after 1 minute or so in opening since it shows "Run_Start" in the compilation console?, the application window does not open until it says "Conected" in the compilation console.
I hope for your reply.
Size43 (Administrator) on 24 Apr 2019, 11:49:12
This is appearantly happening to some people, but I have no idea why. If you could use the debugger, place a breakpoint in gms_connect and figure out which line is taking so long that'd help me to fix it.
JorgeMCS on 8 Jun 2019, 03:49:20
I would like to help you solve it, but I do not know how to use the debugger and breakpoints, if maybe you will explain how to do that.
Size43 (Administrator) on 18 Jun 2019, 13:12:33
It might be even easier to just edit the extension and add some show_message calls. If you open the *.gml file in the extension folder, and search for "#define gms_connect" and just add a show_message('{something unique here}') after each of the first ~20 lines or so.

Then run the game, and check between which two messages the game takes so long. Let me know which lines those messages belonged to, and I'll be able to try and figure out a fix.
JorgeMCS on 18 Jun 2019, 17:10:16
checking thoroughly I saw how long it takes, and it is in gms_protect_init, modify the code like this and it takes almost 1 minute to do this.


//gms_protect_init

for(var i = 0; i < 32000; i++)
{
show_debug_message(string(i)+string("a")) //test
global._gms_protect_a[i] = random_range(0, $7fffffffffffffff)
show_debug_message(string(i)+string("b")) //test
global._gms_protect_b[i] = random_range(0, $7fffffffffffffff)
show_debug_message(string(i)+string("c")) //test
global._gms_protect_c[i] = irandom_range(-$ffff, $ffff)
show_debug_message(string(i)+string("d")) //test
global._gms_protect_d[i] = random_range(-$ffff, $ffff)
}


This is why it is due to the room_speed or simply to my computer?
Size43 (Administrator) on 18 Jun 2019, 18:18:57
That might just be because it has to print many things because of the show_debug_message calls you added.

If you remove them, and add one before the for, and one after the }, does it run fast enough or does it still run too slow?
JorgeMCS on 18 Jun 2019, 18:59:18
Still run slow, 1 minute since it shows "Run_Start" until open the game window.
Size43 (Administrator) on 18 Jun 2019, 19:00:39
Do you also see that 1-minute delay between the first and second show_debug_message you left in gms_protect_init? Or does that complete instantly with just two show_debug_messages?
JorgeMCS on 18 Jun 2019, 19:35:14
I adjunt a youtube video.https://youtu.be/RweCjGKTpbE in the description you can see the time for each show_debug_message
Srry for the bad quality.
Size43 (Administrator) on 24 Jun 2019, 10:59:39
Are you using gms_protect at all?

If not, just comment out the entire for loop by putting /* and */ around it. That should fix the issue. Let me know if it works, then I can make a proper fix for it.
JorgeMCS on 28 Jun 2019, 06:08:21
gms_protect_init is called from XServer_init, which in turn is called from gms_init. I think the reason for the delay is only a few requirements, try the same project on another computer with specifications a little higher than the current one and it does not take more than 15 seconds.
Size43 (Administrator) on 4 Jul 2019, 21:12:09
Alright, I'll add rewriting that to my todo list.
RedFire115 on 9 Apr 2019, 03:59:24
Hello,
I lost all my progress in UT: Don't forget. I was level 55. I checked in today and I was reset to level 1, but I still had all my puzzle pieces, and I am still on the leaderboards for enemies killed. My username is RedFire115. Is this the reason I lost my progress? If so, may I get it back somehow?
Thank you for your time.
Size43 (Administrator) on 9 Apr 2019, 20:50:36
I've restored your data from a more recent backup.