Breaking the 10-limit : Problems/Questions for Windows build
Annick et Jean-Philippe <[email protected]>
| Newsgroups | gmane.games.torcs.devel |
|---|---|
| Message-ID | <[email protected]> |
Hi, All.
I'm working now on breaking the "10 cars per robot" and the "10 human players"
limits (that is the "10 interfaces per dynamically loadable module" limit).
For that, I "simply" changed the signature of the init function of a module :
from : typedef int (*tfModInfo)(tModInfo*);
to : typedef int (*tfModInfo)(std::vector<tModInfo>&);
This works like a charm under Linux GCC 4.2 (I added an 11th car to BT,
as an exemple), but under Windows XP VC6 SP6, it's a bit harder ;-)
After some searches on the internet, it seems that to be able to pass
std::vector across DLLs, ALL the code MUST be linked against
the "Multi-threaded DLL" (+ debug if relevant) run-time library (MSVCRT)
(ALL means ANY DLL, static lib and executable).
So, question # 1 :
is it a problem that MSVCRT.DLL (and may be 1 or 2 others ?)
be distributed with Torcs binaries under Windows ?
(as far as I remember, it is not part of Win XP installation).
And, question # 2 :
for the moment, I can't make it work (crashes) under Windows because
(I suspect) of the static libs and DLLs that are shipped as binaries
with Torcs (under src/windows/lib and dll) : may be one of them, at least,
was not linked against the Multi-thread DLL ...
So, unless you know I'm completly wrong, could you tell me :
- the exact versions and name of each used library (GLUT or freeGLUT ?
plib, modified? open AL, zlib, libpng)
- what modifications, if any, where made in the VC6 project files
of these libraries to build them.
And if you have any other suggestions to fix the Windows build ...
Thanks in advance for your help.
Jean-Philippe
PS: If needed, I can also give you the patch ...
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