DSAccountManager Version 1.4
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You’re awesome, M1C. Thanks
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M1C wrote:
I sent you a link via Skype. You received it, don’t you?Sadly, no. Maybe send it to email? Thanks for working on this so quickly!
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M1C wrote:
Hmm, I don’t know your e-mail-adress
I sent you a private messageOK. Got it.
Here’s what came up:
Opening database... Loading game data... Error 'Mixed mode assembly is built against version 'v2.0.50727' of the runtime and cannot be loaded in the 4.0 runtime without additional configuration information.' at at DAM.DataAccess.Dispose() at DAM.MainWindow.LoadIt(Object sender, DoWorkEventArgs e) in C:\Documents and Settings\User\Desktop\DSAccountManager1.4.1\src\MainWindow.cs:line 249
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M1C fixed it. Not sure what he did, but it works now
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@M1C perfomance suggestion:
conn = new SQLiteConnection("Data Source=" + AppSettings.Default.setAccountDir + "\\dsam.db; Cache Size=2000;Synchronous=Off;count_changes=0;temp_store=0;"); ```:)
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So is there a fix for this? I keep getting an error
Cannot access database. Check your "Player Accounts Directory’It was doing the same thing with dsam 1.41, but exiting with a runtime error shortly after that. Details showed a
SystemBadFormatImage.So I went to 1.4 and no runtime error, but can’t access the player’s database. FLHook 1.61, DS Process Manager, DSAM 1.4 64 bit, Running Discovery 4.85.
I only have 1 character as my server is still in testing and construction. I delete the dsam.db file and after the run of DSAM it is back, but still says can’t access the player database.
Just about to tear out what little of the hair I have left
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Well, I finally got it working, but I had to go back to v1.1. I would prefer using the latest version, but they don’t work on my system. Don’t know why, but they just keep saying “Cannot access the player database. Check your ‘Player Account Directory’”.
No matter. It’s working now so I’m happy.
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KamaZer0 wrote:
I to have this problem with both the 1.4 and 1.41 version of DSAccountManager.We have a disco 4.85 mod and FLhook 1.6
Can anyone lend some assistance on this issue?
Just to let you know that I also had this problem but managed to find the solution.
Running 1.4.1, I received the “Cannot access the player database.” error, as well as the program crashing right after.
Even running 1.4, there was no crash but it was unable to access the database.Looking in the log files, I noticed the error Sushi mentioned, that the System.Data.SQLite file was missing. I noticed that the x64 .dll is different to the x86 .dll file.
It should be noted that I am running win7 x64 [as others with the same problem are also]
The solution which works for me, is to take the System.Data.SQLite.dll file from the 32bit folder, and place it in the x64 folder, replacing the one already there. The program now runs perfectly.In sum, replace the 64bit sqlite dll with the 32bit version, and it works!
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@edenist: HUGE thanks! it nearly drove me mad that i couldn’t solve that, till i found your solution. and all the time it would have been that simple >.<
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Variant:
- Full support of cyrillic symbols at infocards
- Cargopod hardpoint type support
- Support of custom hardpoint types
- Support of items without ids_info
- Faster loading of game data
P.S. Cannon & M1C if you will have the desire and ability please include this or similar functionality in future releases
P.P.S. Thanks Josh for C# tips, Jolly Roger for tests and Alex for asking for .diff upload
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My modifications :
- Support “é,è,ç,à,ù,….” ISO-8859-15
- Support hardpoint “EngClass” Plugin by adoxa
+++ src/Util Functions/FLGameData.cs @@ -101,7 +101,11 @@ --------------------------------- int len = LoadString(hInstance, resId, bufName, bufName.Length); if (len > 0) { Encoding ISO885915 = Encoding.GetEncoding("ISO-8859-15"); Encoding Unicode = Encoding.Unicode; byte[] asciiBytes = Encoding.Convert(ISO885915, Unicode, bufName); return System.Text.Encoding.Unicode.GetString(asciiBytes, 0, len*2); }
+++ src/Util Functions/FLGameData.cs @@ -1127,208 +1133,53 @@ --------------------------------- private string HardpointClassToGameDataClass(string hpClass) { if (hpClass.Contains("_power")) return GAMEDATA_MISC; if (hpClass.Contains("_engine")) return GAMEDATA_MISC;