ID:140134
 
Code:
mob
icon='player.dmi'
var
level = 1
verb
load()
if(!connection)
usr << "fail"
else
usr << "still connected... querying"
var/list/data = queryGet("SELECT * FROM test")
usr.name = "[data[name]]"
usr.level = data[level]

    connect()
connection.Connect(DBI,usern,pass)
if(!connection)
usr << "Connection failed - [connection.ErrorMsg()]"
else
usr << "connected [connection.server]"
queryGet(var/q)
usr << "new query([q])"
var /DBQuery/qe = connection.NewQuery()
usr << "execute"
qe.Execute("[q]")
usr << "success?"
return qe.GetRowData()

Problem description:
Dantom's DB library hangs up on qe.Execute() my output is:



connected localhost
still connected... querying
new query(SELECT * FROM test)
execute



any and all queries i send through lock up on Execute() and don't make it to usr << "success?"


any idea why?
Is the byond server hosted on windows or linux?

If its windows did you add the libmysql.dll to your system programs (eg, in C:\WINDOWS\system)?

Did you output de.ErrorMsg() to retrieve the error that the library is receiving ?

Would you share the error message if these don't help with the problems?

Thanks!
In response to Pirion
libmysql.dll is in c:\windows\system32 as it is needed.. the script/code doesn't get passed Execute(), so the errormessage cannot be called up.

EDIT
        error()
usr << "[connection.ErrorMsg()]"


brings up:

The specified module could not be found.


So I'll try a few things...



EDIT2
tried also copying libmysql into the game folder.
It no longer hangs on Execute() although it shouldn't have with the dll in the system32 folder. That is annoying, but no matter it at least gets passed that. Now an error populating the list is occuring, but that is a simple fix ^.^


thanks for the reply
In response to Rechocto
You can put it in the BYOND bin folder if you want it available to all your projects.