Metin2 Client.bin.lz
Adam Lz Merch
I found on my computer veery old packer - packer from tim66613 (hah 1 January 2010!). Ok, first..
Antivirus, firewall, windows defender, blocked ports on your router, issues with your connection, special characters on the path to the metin folder.
In the attachment you can download rar archive. ()
Jun 5, 2017 - Filename: metin2client.bin; Size: 8MiB (8359424 bytes); Type: peexe; Description. LegalCopyright: Copyrights (C) 2015-2017 Metin2 TC. Metin2.exe - original dll file, download here. One click to download this file. Repair your system.
You got 2 files - metin2clinet.exe and m3.exeOpen this files via Hex Editor - i recommend .
Click CTRL+F and find this hex:
B99EB0026F69810563989B2879181A00
..oi.c.(y.. - orginal LZO Key (in Text String)
And change hex.
for example..
I'll change hex for 49275645474F54554E495155454C5A4F
I'VEGOTUNIQUELZO - This is my new LZO Key Modified (in Text String)
If you want to have the latest tim66613 packer, you must unpack program -you can't got file packed by tElock. I'll send non-packed packer (original from January '10). Or buy it from tim66613
This modification can be used for educational purposes only.
You like this release? Click 'Thanks' button.
Hmm.. This packer is realy old but pack/unpack nice
regards,
Zonni
#EDIT
I forgot, if you want to use my metin2client.exe you must have good hshield.
Download in attachment.
I created a cpp project, which used a lib file named: libblpapi3_64.so
This file comes from a library which I download it from Internet.
My project runs without any error. So I update it to bitbucket.Then my colleague downloads it and runs it at his own computer. But he gets an error:
usr/bin/ld: cannot find -lblpapi3_64
.
In fact, I have copied it into my project repository. I mean I created a file named lib under my project and all lib files that I used are in it.
There are also other lib files such as liblog4cpp.a
, but they are all good. Only the libblpapi3_64.so
gets the error.
Is it because it's a .so file not .a
file? Or there is other reason?
Btw, the file name of libblpapi3_64.so
is green
and others files(.a) is white
. I think it's not a link file, it's the original file.
2 Answers
Briefly:
ld
does not know about where your project libs are located. You have to place it into ld's known directories or specify the full path of your library by -L
parameter to the linker.
To be able to build your program you need to have your library in /bin/ld
search paths and your colleague too. Why? See detailed answer.
Detailed:
At first, we should understand what tools do what:
- The compiler produces simple
object files
with unresolved symbols (it does not care about symbols so much at it's running time). - The linker combines a number of
object
andarchive files
, relocates their data and ties up symbol references into a single file: an executable or a library.
Let's start with some example. For example, you have a project which consists of 3 files: main.c
, func.h
and func.c
.
main.c
func.h
func.c
So, when you compile your source code (main.c
) into an object file (main.o
) it can't be run yet because it has unresolved symbols. Let's start from the beginning of producing an executable
workflow (without details):
The preprocessor after its job produces the following main.c.preprocessed
:
and the following func.c.preprocessed
:
As you may see in main.c.preprocessed
, there are no connections to your func.c
file and to the void func()
's implementation, the compiler simply does not know about it, it compiles all the source files separately. So, to be able to compile this project you have to compile both source files by using something like cc -c main.c -o main.o
and cc -c func.c -o func.o
, this will produce 2 object files, main.o
and func.o
. func.o
has all it's symbols resolved because it has only one function which body is written right inside the func.c
but main.o
does not have func
symbol resolved yet because it does not know where it is implemented.
Let's look what is inside func.o
:
Simply, it contains a symbol which is in text code section so this is our func
function.
And let's look inside main.o
:
Our main.o
has an implemented and resolved static function main
and we are able to see it in the object file. But we also see func
symbol which marked as unresolved U
, and thus we are unable to see its address offset.
For fixing that problem, we have to use the linker. It will take all the object files and resolve all these symbols (void func();
in our example). If the linker somehow is unable to do that it throws a error like unresolved external symbol
: void func()
. This may happen if you don't give the func.o
object file to the linker. So, let's give all the object files we have to the linker:
The linker will go through main.o
, then through func.o
, try to resolve symbols and if it goes okay - put it's output to the test
file. If we look at the produced output we will see all symbols are resolved:
Here our job is done. Let's look the situation with dynamic(shared) libraries. Let's make a shared library from our func.c
source file:
Voila, we have it. Now, let's put it into known dynamic linker library path, /usr/lib/
:
And let's make our project depend on that shared library by leaving func()
symbol unresolved after compilation and static linkage process, creating an executable and linking it (dynamically) to our shared library (libfunc
):
Now if we look for the symbol in its symbols table we still have our symbol unresolved:
But this is not a problem anymore because func
symbol will be resolved by dynamic loader before each program start. Okay, now let's back to the theory.
Libraries, in fact, are just the object files which are placed into a single archive by using ar
tool with a single symbols table which is created by ranlib
tool.
Compiler, when compiling object files, does not resolve symbols
. Skoda octavia 2 bolero firmware update. These symbols will be replaced to addresses by a linker. So resolving symbols can be done by two things: the linker
and dynamic loader
:
The linker:
ld
, does 2 jobs:a) For static libs or simple object files, this linker changes external symbols in the object files to the addresses of the real entities. For example, if we use C++ name mangling linker will change
_ZNK3MapI10StringName3RefI8GDScriptE10ComparatorIS0_E16DefaultAllocatorE3hasERKS0_
to0x07f4123f0
.b) For dynamic libs it only checks if the symbols can be resolved (you try to link with correct library) at all but does not replace the symbols by address. If symbols can't be resolved (for example they are not implemented in the shared library you are linking to) - it throws
undefined reference to
error and breaks up the building process because you try to use these symbols but linker can't find such symbol in it's object files which it is processing at this time. Otherwise, this linker adds some information to theELF
executable which is:i.
.interp
section - request for aninterpreter
- dynamic loader to be called before executing, so this section just contains a path to the dynamic loader. If you look at your executable which depends on shared library (libfunc
) for example you will see the interp section$ readelf -l a.out
:ii.
.dynamic
section - a list of shared libraries whichinterpreter
will be looking for before executing. You may see them byldd
orreadelf
:Note that
ldd
also finds all the libraries in your filesystem while readelf only shows what libraries does your program need. So, all of these libraries will be searched by dynamic loader (next paragraph).The linker works at build time.Dynamic loader:
ld.so
orld-linux
. It finds and loads all the shared libraries needed by a program (if they were not loaded before), resolves the symbols by replacing them to real addresses right before the start of the program, prepares the program to run, and then runs it. It works after the build and before running the program. Less speaking, dynamic linking means resolving symbols in your executable before each program start.
Actually, when you run an ELF
executable with .interp
section (it needs to load some shared libraries) the OS (Linux) runs an interpreter at first but not your program. Otherwise you have an undefined behavior - you have symbols in your program but they are not defined by addresses which usually means that the program will be unable to work properly.
You may also run dynamic loader by yourself but it is unnecessary (binary is /lib/ld-linux.so.2
for 32-bit architecture elf and /lib64/ld-linux-x86-64.so.2
for 64-bit architecture elf).
Why does the linker claim that /usr/bin/ld: cannot find -lblpapi3_64
in your case? Because it tries to find all the libraries in it's known paths. Why does it search the library if it will be loaded during runtime? Because it needs to check if all the needed symbols can be resolved by this library and to put it's name into the .dynamic
section for dynamic loader. Actually, the .interp
section exists in almost every c/c++ elf because the libc
and libstdc++
libraries are both shared, and compiler by default links any project dynamically to them. You may link them statically as well but this will enlarge the total executable size. So, if the shared library can't be found your symbols will remain unresolved and you will be UNABLE to run your application, thus it can't produce an executable. You may get the list of directories where libraries are usually searched by:
- Passing a command to the linker in compiler arguments.
- By parsing
ld --verbose
's output. - By parsing
ldconfig
's output.
Some of these methods are explained here.
Dynamic loader tries to find all the libraries by using:
DT_RPATH
dynamic section of an ELF file.DT_RUNPATH
section of the executable.LD_LIBRARY_PATH
environment variable./etc/ld.so.cache
- own cache file which contains a compiled list of candidate libraries previously found in the augmented library path.- Default paths: In the default path /lib, and then /usr/lib. If the binary was linked with
-z nodeflib
linker option, this step is skipped.
Also, note please, that if we are talking about shared libraries, they are not named .so
but in .so.version
format instead. When you build your application the linker will look for .so
file (which is usually a symlink to .so.version
) but when you run your application the dynamic loader looks for .so.version
file instead. For example, let's say we have a library test
which version is 1.1.1
according to semver. In the filesystem it will look like:
So, to be able to compile you must have all of versioned files (libtest.so.1
, libtest.so.1.1
and libtest.so.1.1.1
) and a libtest.so
file but for running your app you must have only 3 versioned library files listed first. This also explains why do Debian or rpm packages have devel
-packages separately: normal one (which consists only of the files needed by already compiled applications for running them) which has 3 versioned library files and a devel package which has only symlink file for making it possible to compile the project.
Kamu akan menemukan berbagai fitur yang akan mengundang banyak pertanyaan, khussunya yang berhubungan dengan ‘kekuatan super’ milik Tanner. Driver: San Francisco Score » Metacritic: 80 – Users: 7.1 Driver San Fransisco merupakan game balap mobil yang sangat menarik dan unik. Mungkin bagi sebagian gamer, mereka akan bosan jika menginginkan sesuatu yang lebih dari sekadar balapan saja untuk mendapatkan skor terbaik. Meski begitu, game balap mobil ini sangat direkomendasikan bagi pecinta racing game.
Resume
After all of that:
- You, your colleague and EACH user of your application code must have all the libraries in their system linker paths to be able to compile (build your application). Otherwise, they have to change Makefile (or compile command) to add the shared library location directory by adding
-L<somePathToTheSharedLibrary>
as argument. - After successful build you also need your library again to be able to run the program. Your library will be searched by dynamic loader (
ld-linux
) so it needs to be in it's paths (see above) or in system linker paths. In most of linux program distributions, for example, games from steam, there is a shell-script which sets theLD_LIBRARY_PATH
variable which points to all shared libraries needed by the game.
Unzip Lz File
You could look at our Rblapi package which uses this very library too.
Your basic question of 'how do I make a library visible' really has two answers:
Adam Lz Youtube
Use
ld.so
. The easiest way is to copyblpapi3_64.so
to/usr/local/lib
. If you then callldconfig
to update the cache you should be all set. You can test this vialdconfig -p grep blpapi
which should show it.Use an
rpath
instruction when building your application; this basically encodes the path and makes you independent ofld.so
.