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msnas

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Everything posted by msnas

  1. That's definitely going to crash the server. @ Rakancito, can you explain how you thought process of this code?
  2. I would also love to add Azure Dev Ops to the mix - It has an amazing board, every US (card) has a number, unlimited storage for you repo but the best part is to be fully connected through Visual Studio. It's the one I currently use for local systems and testing: Ah, and it's completely free (máx 5 users, then it's 5€/m per extra user).
  3. PIXEL_POSITION pxPos = GetXYZ(); LPITEM item; for (int i = 0; i < WEAR_MAX_NUM; ++i) { if ((item = GetWear(i))) { item->RemoveFromCharacter(); item->AddToGround(GetMapIndex(), pxPos); item->StartDestroyEvent(); LogManager::instance().ItemLog(this, item, "DROP_EVENT", item->GetName()); } }
  4. PIXEL_POSITION pxPos = GetXYZ(); LPITEM item; for (int i = 0; i < WEAR_MAX_NUM; ++i) { if ((item = GetWear(i))) { item->RemoveFromCharacter(); item->AddToGround(GetMapIndex(), pxPos); item->StartDestroyEvent(); LogManager::instance().ItemLog(this, item, "DROP_EVENT", item->GetID()); } }
  5. [Hidden Content] [Hidden Content] Change Your Equipment! This update allows you to unlock a second equipment page and switch quickly and easily between two loadouts! No longer will you have to change each piece of equipment individually when you want to don a different set. Instead you can enjoy a super-speedy equipment change at the touch of a button. For example, you can clad yourself in PvP equipment on one page and PvE equipment on the other, so you’re perfectly prepared for anything! How It Works To unlock the second equipment page you’ll need the new Extra Equipment Page item. Use the item and the second equipment page will appear. You can kit this out just as you did the first one. As soon as you’ve activated the additional equipment page, the associated Change Equipment Page skill will automatically be unlocked so you can change equipment quickly and easily at any time. You’ll find this skill in your secondary skills.
  6. PIXEL_POSITION pxPos = GetXYZ(); LPITEM item; for (int i = 0; i < WEAR_MAX_NUM; ++i) { if ((item = ch->GetWear(i))) { item->RemoveFromCharacter(); item->AddToGround(GetMapIndex(), pxPos); item->StartDestroyEvent(); LogManager::instance().ItemLog(this, item, "DROP_EVENT", item->GetID()); } } It's possible but it would require time.
  7. Download Alternative download links → Github [Hidden Content] A couple of days ago, I was searching something on metin2 wiki and found out there's a new called Shoulder Sash Transfer . After talking to some people who play the official version, I realised it wasn't being used. Some didn't even know of the item's existence. There's @ Mali's version but I didn't know he had done it + doesn't have the sash/acce transfer. Nonetheless, I decided to create the code for the full Item Combination (this means Costume Bonus Transfer is also included). Costume Bonus Transfer is straightforward, you transfer bonus from a costume to another. Here are the requirements in order to get the bonus transfered: Costume's source need to have bonus If costume's target has bonus, it will be removed Both costumes need to have the same type and subtyp (eg: You can't transfer bonus from a costume head to a costume body) Shoulder Sash Transfer is more tricky, has 3 levels: Total success: Your sash will absorb all bonus without any penalization Partial success: Your sash will absorb all bonus BUT the absorption rate will decrease 1% (25% -> 24%). That means all bonus will be recalculated according to the new absorption rate. Failure: Your sash WON'T absorb bonus BUT you won't lose the sash you're using to transfer all bonus. Here are the requirements in order to get the bonus transfered: You cannot use a sash with a bonus for the target You cannot use a sash without a bonus as the source You cannot transfer the bonus as the sashes have different grades You cannot transfer the bonus as the sashes have different absorption rates I tried to be as official-like as possible, there are one or other func missing but everything is working just fine. Thanks to @ Gurgarath for helping me understand the partial success stuff!
  8. I understand the objective of checking but m_pTopWindow is considered NULL by default. Meaning the code wouldn't work without wndMgr.SetWheelTopWindow There's no reason to use that piece of code.
  9. I found something interesting. The tool is only checking if Pi_InitModule starts as a PyObject's variable. However, there are some files that aren't being initialized in that way - 14 to be exact: The solution would be to remove/comment this line: And voilá, files like PythonDebugModule.cpp are being called correctly:
  10. // cmd_general.cpp case POINT_ITEM_DROP_BONUS: return LC_TEXT("%d%% 확률로 적퇴치시 아이템 2배 드롭"); // constants.cpp { POINT_ITEM_DROP_BONUS, }, // APPLY_ITEM_DROP_BONUS, 45 // char.cpp case POINT_ITEM_DROP_BONUS: // 73 if (GetPoint(type) + amount > 100) { sys_err("BONUS exceeded over 100!! point type: %d name: %s amount %d", type, GetName(), amount); amount = 100 - GetPoint(type); } SetPoint(type, GetPoint(type) + amount); val = GetPoint(type); break; // char.h POINT_ITEM_DROP_BONUS, // 85 Taken from the original source, this are all the referenced points. void CHARACTER::Reward(bool bItemDrop) { if (GetRaceNum() == 5001) // їЦ±ёґВ µ·А» №«Б¶°З µе·У { PIXEL_POSITION pos; if (!SECTREE_MANAGER::instance().GetMovablePosition(GetMapIndex(), GetX(), GetY(), pos)) return; LPITEM item; int iGold = number(GetMobTable().dwGoldMin, GetMobTable().dwGoldMax); iGold = iGold * CHARACTER_MANAGER::instance().GetMobGoldAmountRate(NULL) / 100; iGold *= GetGoldMultipler(); int iSplitCount = number(25, 35); sys_log(0, "WAEGU Dead gold %d split %d", iGold, iSplitCount); for (int i = 1; i <= iSplitCount; ++i) { if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold / iSplitCount))) { if (i != 0) { pos.x = number(-7, 7) * 20; pos.y = number(-7, 7) * 20; pos.x += GetX(); pos.y += GetY(); } item->AddToGround(GetMapIndex(), pos); item->StartDestroyEvent(); } } return; } //PROF_UNIT puReward("Reward"); LPCHARACTER pkAttacker = DistributeExp(); if (!pkAttacker) return; //PROF_UNIT pu1("r1"); if (pkAttacker->IsPC()) { if (GetLevel() - pkAttacker->GetLevel() >= -10) if (pkAttacker->GetRealAlignment() < 0) { if (pkAttacker->IsEquipUniqueItem(UNIQUE_ITEM_FASTER_ALIGNMENT_UP_BY_KILL)) pkAttacker->UpdateAlignment(14); else pkAttacker->UpdateAlignment(7); } else pkAttacker->UpdateAlignment(2); pkAttacker->SetQuestNPCID(GetVID()); quest::CQuestManager::instance().Kill(pkAttacker->GetPlayerID(), GetRaceNum()); CHARACTER_MANAGER::instance().KillLog(GetRaceNum()); if (!number(0, 9)) { if (pkAttacker->GetPoint(POINT_KILL_HP_RECOVERY)) { int iHP = pkAttacker->GetMaxHP() * pkAttacker->GetPoint(POINT_KILL_HP_RECOVERY) / 100; pkAttacker->PointChange(POINT_HP, iHP); CreateFly(FLY_HP_SMALL, pkAttacker); } if (pkAttacker->GetPoint(POINT_KILL_SP_RECOVER)) { int iSP = pkAttacker->GetMaxSP() * pkAttacker->GetPoint(POINT_KILL_SP_RECOVER) / 100; pkAttacker->PointChange(POINT_SP, iSP); CreateFly(FLY_SP_SMALL, pkAttacker); } } } //pu1.Pop(); if (!bItemDrop) return; PIXEL_POSITION pos = GetXYZ(); if (!SECTREE_MANAGER::instance().GetMovablePosition(GetMapIndex(), pos.x, pos.y, pos)) return; // // µ· µе·У // //PROF_UNIT pu2("r2"); if (test_server) sys_log(0, "Drop money : Attacker %s", pkAttacker->GetName()); RewardGold(pkAttacker); //pu2.Pop(); // // ѕЖАМЕЫ µе·У // //PROF_UNIT pu3("r3"); LPITEM item; static std::vector<LPITEM> s_vec_item; s_vec_item.clear(); if (ITEM_MANAGER::instance().CreateDropItem(this, pkAttacker, s_vec_item)) { if (s_vec_item.size() == 0); else if (s_vec_item.size() == 1) { item = s_vec_item[0]; item->AddToGround(GetMapIndex(), pos); if (CBattleArena::instance().IsBattleArenaMap(pkAttacker->GetMapIndex()) == false) { item->SetOwnership(pkAttacker); } item->StartDestroyEvent(); pos.x = number(-7, 7) * 20; pos.y = number(-7, 7) * 20; pos.x += GetX(); pos.y += GetY(); sys_log(0, "DROP_ITEM: %s %d %d from %s", item->GetName(), pos.x, pos.y, GetName()); } else { int iItemIdx = s_vec_item.size() - 1; std::priority_queue<std::pair<int, LPCHARACTER> > pq; int total_dam = 0; for (TDamageMap::iterator it = m_map_kDamage.begin(); it != m_map_kDamage.end(); ++it) { int iDamage = it->second.iTotalDamage; if (iDamage > 0) { LPCHARACTER ch = CHARACTER_MANAGER::instance().Find(it->first); if (ch) { pq.push(std::make_pair(iDamage, ch)); total_dam += iDamage; } } } std::vector<LPCHARACTER> v; while (!pq.empty() && pq.top().first * 10 >= total_dam) { v.push_back(pq.top().second); pq.pop(); } if (v.empty()) { // µҐ№МБцё¦ ЖЇє°Ич ё№АМ БШ »з¶чАМ ѕшАёґП јТАЇ±З ѕшАЅ while (iItemIdx >= 0) { item = s_vec_item[iItemIdx--]; if (!item) { sys_err("item null in vector idx %d", iItemIdx + 1); continue; } item->AddToGround(GetMapIndex(), pos); // 10% АМЗП µҐ№МБц БШ »з¶чіўё®ґВ јТАЇ±ЗѕшАЅ //item->SetOwnership(pkAttacker); item->StartDestroyEvent(); pos.x = number(-7, 7) * 20; pos.y = number(-7, 7) * 20; pos.x += GetX(); pos.y += GetY(); sys_log(0, "DROP_ITEM: %s %d %d by %s", item->GetName(), pos.x, pos.y, GetName()); } } else { // µҐ№МБц ё№АМ БШ »з¶чµй іўё®ёё јТАЇ±З іЄґІ°ЎБь std::vector<LPCHARACTER>::iterator it = v.begin(); while (iItemIdx >= 0) { item = s_vec_item[iItemIdx--]; if (!item) { sys_err("item null in vector idx %d", iItemIdx + 1); continue; } item->AddToGround(GetMapIndex(), pos); LPCHARACTER ch = *it; if (ch->GetParty()) ch = ch->GetParty()->GetNextOwnership(ch, GetX(), GetY()); ++it; if (it == v.end()) it = v.begin(); if (CBattleArena::instance().IsBattleArenaMap(ch->GetMapIndex()) == false) { item->SetOwnership(ch); } item->StartDestroyEvent(); pos.x = number(-7, 7) * 20; pos.y = number(-7, 7) * 20; pos.x += GetX(); pos.y += GetY(); sys_log(0, "DROP_ITEM: %s %d %d by %s", item->GetName(), pos.x, pos.y, GetName()); } } } } m_map_kDamage.clear(); } Default Reward function. The only thing that actually adds some kind of calculation is ITEM_MANAGER::GetDropPct: bool ITEM_MANAGER::GetDropPct(LPCHARACTER pkChr, LPCHARACTER pkKiller, OUT int& iDeltaPercent, OUT int& iRandRange) { if (NULL == pkChr || NULL == pkKiller) return false; ..... iRandRange = 4000000; iRandRange = iRandRange * 100 / (100 + CPrivManager::instance().GetPriv(pkKiller, PRIV_ITEM_DROP) + pkKiller->IsEquipUniqueItem(UNIQUE_ITEM_DOUBLE_ITEM)?100:0); if (distribution_test_server) iRandRange /= 3; return true; } // And the UNIQUE_ITEM_DOUBLE_ITEM is Thief's Gloves. Please tell me where is the calculation for the Chance to drop double the Items/POINT_ITEM_DROP_BONUS. Don't use your arguments by saying "it works on the official ones, so you're wrong", prove us wrong by using facts.
  11. Yes, you can have it that way, I was explaining why you shouldn't need to worry about that since the function won't be called in a default way.
  12. You're trying to call a function that it doesn't exist. Check the tutorial for ItemManager.h and ItemManager.cpp
  13. Yes, the problem is there and your logical is correct. However, it shouldn't be an issue. Shal we trace a little bit? // PythonNetworkPhaseLoading.cpp HEADER_GC_MAIN_CHARACTER // Header calling the function bool CPythonNetworkStream::RecvMainCharacter() // Function // input_db.cpp void CInputDB::PlayerLoad(LPDESC d, const char * data) { .... ch->MainCharacterPacket(); // Calling the function } // char.cpp void CHARACTER::MainCharacterPacket() { const unsigned mapIndex = GetMapIndex(); const BGMInfo& bgmInfo = CHARACTER_GetBGMInfo(mapIndex); // SUPPORT_BGM if (!bgmInfo.name.empty()) { if (CHARACTER_IsBGMVolumeEnable()) { sys_log(1, "bgm_info.play_bgm_vol(%d, name='%s', vol=%f)", mapIndex, bgmInfo.name.c_str(), bgmInfo.vol); TPacketGCMainCharacter4_BGM_VOL mainChrPacket; mainChrPacket.header = HEADER_GC_MAIN_CHARACTER4_BGM_VOL; mainChrPacket.dwVID = m_vid; mainChrPacket.wRaceNum = GetRaceNum(); mainChrPacket.lx = GetX(); mainChrPacket.ly = GetY(); mainChrPacket.lz = GetZ(); mainChrPacket.empire = GetDesc()->GetEmpire(); mainChrPacket.skill_group = GetSkillGroup(); strlcpy(mainChrPacket.szChrName, GetName(), sizeof(mainChrPacket.szChrName)); mainChrPacket.fBGMVol = bgmInfo.vol; strlcpy(mainChrPacket.szBGMName, bgmInfo.name.c_str(), sizeof(mainChrPacket.szBGMName)); GetDesc()->Packet(&mainChrPacket, sizeof(TPacketGCMainCharacter4_BGM_VOL)); } else { sys_log(1, "bgm_info.play(%d, '%s')", mapIndex, bgmInfo.name.c_str()); TPacketGCMainCharacter3_BGM mainChrPacket; mainChrPacket.header = HEADER_GC_MAIN_CHARACTER3_BGM; mainChrPacket.dwVID = m_vid; mainChrPacket.wRaceNum = GetRaceNum(); mainChrPacket.lx = GetX(); mainChrPacket.ly = GetY(); mainChrPacket.lz = GetZ(); mainChrPacket.empire = GetDesc()->GetEmpire(); mainChrPacket.skill_group = GetSkillGroup(); strlcpy(mainChrPacket.szChrName, GetName(), sizeof(mainChrPacket.szChrName)); strlcpy(mainChrPacket.szBGMName, bgmInfo.name.c_str(), sizeof(mainChrPacket.szBGMName)); GetDesc()->Packet(&mainChrPacket, sizeof(TPacketGCMainCharacter3_BGM)); } //if (m_stMobile.length()) // ChatPacket(CHAT_TYPE_COMMAND, "sms"); } // END_OF_SUPPORT_BGM ..... } Let's understand first the functions: // Getting the current map index where the player is and find out if there is any music associated to the map const unsigned mapIndex = GetMapIndex(); const BGMInfo& bgmInfo = CHARACTER_GetBGMInfo(mapIndex); .... if (CHARACTER_IsBGMVolumeEnable()) // Gets if the bgm volume is enable (we'll go through this later= .... } // A std::map that assigns a map to a music. typedef std::map<unsigned, BGMInfo> BGMInfoMap; // Sets gs_bgmVolEnable to true void CHARACTER_SetBGMVolumeEnable() { gs_bgmVolEnable = true; sys_log(0, "bgm_info.set_bgm_volume_enable"); } // Adds info to the std::map void CHARACTER_AddBGMInfo(unsigned mapIndex, const char* name, float vol) { BGMInfo newInfo; newInfo.name = name; newInfo.vol = vol; gs_bgmInfoMap[mapIndex] = newInfo; sys_log(0, "bgm_info.add_info(%d, '%s', %f)", mapIndex, name, vol); } // Gets the info in the std::map const BGMInfo& CHARACTER_GetBGMInfo(unsigned mapIndex) { BGMInfoMap::iterator f = gs_bgmInfoMap.find(mapIndex); if (gs_bgmInfoMap.end() == f) { static BGMInfo s_empty = {"", 0.0f}; return s_empty; } return f->second; } So far, we don't quite understand what's the problem, but let's try to trace even futher. void CHARACTER::MainCharacterPacket() { const unsigned mapIndex = GetMapIndex(); const BGMInfo& bgmInfo = CHARACTER_GetBGMInfo(mapIndex); if (!bgmInfo.name.empty()) // If there is any music associated to the map { if (CHARACTER_IsBGMVolumeEnable()) // If the variable gs_bgmVolEnable is true // something happens else // If the gs_bgmVolEnable variable is false // other stuff happens } else // If there isn't any music associated to the map { sys_log(0, "bgm_info.play(%d, DEFAULT_BGM_NAME)", mapIndex); TPacketGCMainCharacter pack; pack.header = HEADER_GC_MAIN_CHARACTER; pack.dwVID = m_vid; pack.wRaceNum = GetRaceNum(); pack.lx = GetX(); pack.ly = GetY(); pack.lz = GetZ(); pack.empire = GetDesc()->GetEmpire(); pack.skill_group = GetSkillGroup(); strlcpy(pack.szName, GetName(), sizeof(pack.szName)); GetDesc()->Packet(&pack, sizeof(TPacketGCMainCharacter)); } } But why it shouldn't happen? Because, by default all the info is being called in settings.lua in your share folder. add_bgm_info( 1, "enter_the_east.mp3", 0.5); add_bgm_info(21, "enter_the_east.mp3", 0.5); add_bgm_info(41, "enter_the_east.mp3", 0.5); add_bgm_info( 3, "back_to_back.mp3", 0.5); add_bgm_info(23, "back_to_back.mp3", 0.5); add_bgm_info(43, "back_to_back.mp3", 0.5); add_bgm_info(63, "open_the_gate.mp3", 0.5); add_bgm_info(69, "open_the_gate.mp3", 0.5); add_bgm_info(70, "open_the_gate.mp3", 0.5); add_bgm_info(67, "a_rhapsody_of_war.mp3", 0.5); add_bgm_info(68, "lost_my_name.mp3", 0.5); add_bgm_info(65, "wonderland.mp3", 0.5); add_bgm_info(61, "mountain_of_death.mp3", 0.5); add_bgm_info(64, "save_me.mp3", 0.5); add_bgm_info(74, "mountain_of_death.mp3", 0.5); add_bgm_info(75, "follow_war_god.mp3", 0.5); add_bgm_info(76, "mountain_of_death.mp3", 0.5); add_bgm_info(77, "save_me.mp3", 0.5); add_bgm_info(78, "wonderland.mp3", 0.5); add_bgm_info(104, "Only_my_battle.mp3", 0.5); add_bgm_info(62, "follow_war_god.mp3", 0.5); add_bgm_info(66, "death_of_landmark.mp3", 0.5); add_bgm_info(107, "monkey_temple.mp3", 0.5); add_bgm_info(108, "monkey_temple.mp3", 0.5); add_bgm_info(109, "monkey_temple.mp3", 0.5); add_bgm_info(114, "last-war2.mp3", 0.5); add_bgm_info(115, "last-war2.mp3", 0.5); add_bgm_info(116, "last-war2.mp3", 0.5); add_bgm_info(117, "last-war2.mp3", 0.5); add_bgm_info(118, "last-war2.mp3", 0.5); add_bgm_info(119, "last-war2.mp3", 0.5); add_bgm_info(120, "last-war2.mp3", 0.5); add_bgm_info(121, "last-war2.mp3", 0.5); add_bgm_info(122, "last-war2.mp3", 0.5); add_bgm_info(123, "last-war2.mp3", 0.5); add_bgm_info(124, "last-war2.mp3", 0.5); add_bgm_info(125, "last-war2.mp3", 0.5); add_bgm_info(126, "last-war2.mp3", 0.5); add_bgm_info(127, "last-war2.mp3", 0.5); add_bgm_info(128, "last-war2.mp3", 0.5); add_bgm_info(181, "last-war2.mp3", 0.5); add_bgm_info(182, "last-war2.mp3", 0.5); add_bgm_info(183, "last-war2.mp3", 0.5); add_bgm_info(216, "catacomb_of_devil.mp3", 0.5); add_bgm_info(71, "Only_my_battle.mp3", 0.5); add_bgm_info(217, "Only_my_battle.mp3", 0.5); add_bgm_info(301, "another_way.mp3", 0.5); add_bgm_info(302, "misty_forest.mp3", 0.5); add_bgm_info(303, "blacksea.mp3", 0.5); add_bgm_info(304, "mt.mp3", 0.5); set_bgm_volume_enable(); int _set_bgm_volume_enable(lua_State* L) { CHARACTER_SetBGMVolumeEnable(); return 0; } int _add_bgm_info(lua_State* L) { if (!lua_isnumber(L, 1) || !lua_isstring(L, 2)) return 0; int mapIndex = (int)lua_tonumber(L, 1); const char* bgmName = lua_tostring(L, 2); if (!bgmName) return 0; float bgmVol = lua_isnumber(L, 3) ? lua_tonumber(L, 3) : (1.0f/5.0f)*0.1f; CHARACTER_AddBGMInfo(mapIndex, bgmName, bgmVol); return 0; } This is also being called everytime you enter the game. So, in theory you shouldn't worry about that, but it's a nice catch and you can change it. OBS: If there isn't any music associated to a map, it will use the default: M2BG.mp3 (inside BGM folder) TLDR: Yes, but no.
  14. Before I tell you the solution, you need to understand exactly what the problem is: Open() takes exactly 3 arguments (2 given) This means that a function is expecting to recieve 3 informations: def new_func(arg1, arg2, arg3): print("this func works!") # new_func(1, 2) # This won't work because we're only sending 2 infos new_func(1, 2, 3) # This will work since the func is expecting 3 arguments Now, with that in mind, let's indentify the problem: # So, we know that the open is getting 3 arguments def Open(self, title,days): # And we're calling the function with this: self.privateShopBuilder.Open(self.inputDialog.GetText()) We now know that it's wrong since the function is expecting 3 infos and we are sending it once This means that we probably want to do this... right? self.privateShopBuilder.Open(1, 2, 3) Well, yes (the logical is correct) but in this case, it's wrong. In the beginning of the function, notice the word self. I can go to a deep explanation but it's not relevant to the topic. Let's just say you can ignore since it's used to represent the class where the function is. But what does that mean? Remember the initial error? Open() takes exactly 3 arguments (2 given) The function is recieving 2 arguments: self and title. We need to send 2 infos, instead of 1: def Open(self, title,days): # title and days self.privateShopBuilder.Open(self.inputDialog.GetText()) # we're ONLY sending title, where's the "days"? You probably didn't follow the tutorial at interfarcemodule.py, check the files again. Quick solution: self.privateShopBuilder.Open(self.inputDialog.GetText(), 1) # The 1 represents the day, probably how many days to open an offline shop (?)
  15. It depends. If your server is sucessfully running with a considered number of players online, expect them to put you on their list. In a normal case, first GF sends you a letter saying that you have X days to close the server or expect a lawsuit. If that day comes, just comply with what they are saying and close it, or else they will go after you in real life.
  16. Go to char_battle.cpp and search for (in ::Dead function): CGuildManager::instance().Kill(pkKiller, this); Add this after: #ifdef DEATH_EVENT #define DEATH_INITIAL_LEVEL 1 // What's the level the player should start? ResetPoint(MINMAX(1, DEATH_INITIAL_LEVEL, PLAYER_MAX_LEVEL_CONST)); ClearSkill(); ClearSubSkill(); LPITEM item; for (int i = 0; i < INVENTORY_AND_EQUIP_SLOT_MAX; ++i) { if ((item = GetInventoryItem(i))) { ITEM_MANAGER::instance().RemoveItem(item, "DEATH_EVENT"); SyncQuickslot(QUICKSLOT_TYPE_ITEM, i, 255); } } ChatPacket(CHAT_TYPE_INFO, "<Death Event> You died and as such, your level is now %d and you lost all your equipment", GetLevel()); #endif In service.h, add: #define DEATH_EVENT
  17. After trying it out on atom and pycharm, I decided to use it on VS Code. However, there's a problem with the sintax from the pylance (built-in with the python extension): This is because the functions are set as NoReturn and pylance doesn't like that, that's why the code seems unreachable. In order to fix this, you need to change the type NoReturn to None: You can do it by changing all the files after the manipulation or change the main.py. Thank you for the release, everything is working as expected!
  18. Total [1] 0 / 0 / 1 (this server 1) -> /w command Testing Total 1 -> /u command Requesting total users. PLAYERS: 3 -> /reload y command, this is what the system is all about.
  19. The system isn't requesting anything new, the GetUserCount() already exists and only returns the size from m_map_kLogonAccount, so I think it will be fine even if you have 30.000 players online.
  20. This is a simple (and probably unwanted) tutorial that will give you all the online players for each core, including the auth We might argue about whether being in the select character phase is really in-game, but we will include it anyway Why? The /u and /w commands only provide data from the channel where the player is Since I needed absolute values - as soon as someone logs in - I went searching in the source and came across the GetUserCount() function I had 3 players in separated channels (auth, 1 and 99 respectively) I used the commands above and lastly the new one we are going to create Explanation? The function returns (in type DWORD) the size of m_map_kLogonAccount It is a map that stores the login values with class CLoginData It is also responsible for storing the values of the players online every 1h in usage.txt It is given an insert in the map every login a player makes through the boolean function InsertLogonAccount() What we're going to do is requesting the data from GetUserCount() and show it. Installing DB ClientManager.cpp: Search for: //RELOAD_ADMIN case HEADER_GD_RELOAD_ADMIN: ReloadAdmin(peer, (TPacketReloadAdmin*)data); break; //END_RELOAD_ADMIN Add below: case HEADER_GD_REQ_USER_COUNT: RequestUserCount(dwHandle); break; Search for: void CClientManager::ReloadAdmin(CPeer*, TPacketReloadAdmin* p) { .... } Add below: void CClientManager::RequestUserCount(DWORD dwHandle) { for (TPeerList::const_iterator it = m_peerList.begin(); it != m_peerList.end(); ++it) { CPeer* peer = *it; if (!peer->GetChannel()) continue; TPacketDGUserCount Info; peer->EncodeHeader(HEADER_DG_RET_USER_COUNT, dwHandle, sizeof(TPacketDGUserCount)); Info.user = GetUserCount(); peer->Encode(&Info, sizeof(TPacketDGUserCount)); } } ClientManager.h: Search for: //RELOAD_ADMIN void ReloadAdmin(CPeer * peer, TPacketReloadAdmin * p); //END_RELOAD_ADMIN Add below: void RequestUserCount(DWORD dwHandle); Common tables.h: Search for: HEADER_DG_RESPOND_CHANNELSTATUS = 181, Add below: HEADER_GD_REQ_USER_COUNT = 141, HEADER_DG_RET_USER_COUNT = 182, Search for: typedef struct SPacketDGChangeEmpirePriv { BYTE type; int value; BYTE empire; BYTE bLog; time_t end_time_sec; } TPacketDGChangeEmpirePriv; Add below: typedef struct SPacketDGUserCount { DWORD user; } TPacketDGUserCount; Game cmd_gm.cpp: Search for: //RELOAD_ADMIN case 'a': ch->ChatPacket(CHAT_TYPE_INFO, "Reloading Admin infomation."); db_clientdesc->DBPacket(HEADER_GD_RELOAD_ADMIN, 0, NULL, 0); sys_log(0, "Reloading admin infomation."); break; //END_RELOAD_ADMIN Add below: case 'y': ch->ChatPacket(CHAT_TYPE_INFO, "Requesting total users."); db_clientdesc->DBPacket(HEADER_GD_REQ_USER_COUNT, ch->GetDesc()->GetHandle(), NULL, 0); break; input.cpp: Search for: case 'a': db_clientdesc->DBPacket(HEADER_GD_RELOAD_ADMIN, 0, NULL, 0); sys_log(0, "Reloading admin infomation."); break; Add below: case 'y': db_clientdesc->DBPacket(HEADER_GD_REQ_USER_COUNT, d->GetHandle(), NULL, 0); sys_log(0, "Reloading user count."); break; input.h: Search for: //RELOAD_ADMIN void ReloadAdmin( const char * c_pData ); //END_RELOAD_ADMIN Add below: void UserCount(LPDESC d, const TPacketDGUserCount* p); input_db.cpp: Search for: // MYSHOP_PRICE_LIST void CInputDB::MyshopPricelistRes(LPDESC d, const TPacketMyshopPricelistHeader* p ) { LPCHARACTER ch; if (!d || !(ch = d->GetCharacter()) ) return; sys_log(0, "RecvMyshopPricelistRes name[%s]", ch->GetName()); ch->UseSilkBotaryReal(p ); } // END_OF_MYSHOP_PRICE_LIST Add below: void CInputDB::UserCount(LPDESC d, const TPacketDGUserCount* p) { sys_err("ADMIN WHISPER: USERCOUNT"); LPCHARACTER ch; if (!d || !(ch = d->GetCharacter())) return; ch->ChatPacket(CHAT_TYPE_PARTY, "PLAYERS: %d", p->user); } Search for: // RELOAD_ADMIN case HEADER_DG_RELOAD_ADMIN: ReloadAdmin(c_pData ); break; //END_RELOAD_ADMIN Add below: case HEADER_DG_RET_USER_COUNT: UserCount(DESC_MANAGER::instance().FindByHandle(m_dwHandle), (TPacketDGUserCount*)c_pData); break; Usage The usage is /reload y
  21. This tutorial is going to teach you how to compile, run and configure a server on Windows. I needed something like this a few days ago and since it doesn't exist, I decided to make it There is no addition or modification in the source or client (except for small bonuses). 0. Beginning At the end of the topic there will be two links where you will need to download: Client + Server + Source MySQL The client is based on the Metin2 Client fur r40250, I just edited it to have the classic format. Regardless the Server and Client source. 1. The files We will need to download the following files: Visual Studio Community 2019 - In order to compile both the server and the binary, we're going to need this MySQL - Connect and create the database 2. Installing The installation is easy enough for me to consider that I don't need to spend much time on this, however I hope this two pictures will facilitate (more) on what you need to do: Visual Studio Community Note: You actually just need the MSVC v142, C++ CMake, C++ ATL, C++ MFC and C++/CLI for this to work MySQL: Warning: In this tutorial we're going to use Mysql Server 5.7.33 X64 but you can (must) upgrade it to 8.0 2.1 Installing Server / Client / Database Here you need to pay attention because there's a limitation: Warning: You must unzip the file "dev" on C:\ If you don't want, follow the Mali61's topic and you need to create manually the symlinks for each core on the server. This is how it should be. Client: There isn't much to say, in pack/ you already have root and locale_de unpacked but since this is going to be localhost only, you don't need to change nothing on the serverinfo.py Bonus: I translated the client to English, just because Database: 1) Windows Key + R and write services.msc 2) Search for MySQL57 (or the version you installed) and click on Stop Since Im portuguese, yeah 3) Go to directory C:\ProgramData\MySQL 4) In the folder MySQL Server 5.7 (or the version you installed) and in the folder Data, paste the files you previously downloaded and unziped from mysql_dev.rar 5) On services.msc, start the MySQL process Back it again with the portuguese Server: These images are referenced in each core's CONFIG and conf.txt, respectively where the location is on directory C:\dev\2. Server. Warning: Don't forget to change the MySQL's user password! You need to put the same password you had when installing the MySQL. 3. Compile Server / Client Source There is nothing introductory since it is something very simple that you will be able to. Server: It's quite simple, to build the server source, we just need to open the file dev_server.sln which is located in C:\dev\1. Svn\Server\build You can build all at once or separately. Bonus: I linked the files to go to the directory C:\dev\2. Server\share\ so you don't need to c&p multiple times. Client: Same as before, open the dev_solution.sln which is located in C:\dev\1. Svn\Client Since I have a good computer, I enabled the multi-processor compilation option. If your computer is very slow while you are compiling, I suggest you deactivate by going to Properties in all the builds. 4. Starting the Server On the main directory of the server (C:\dev\2. Server) you'll have 2 bat files: start.bat* - As the name says, it will start the server clear.bat - It will clear all the server's logs * I forgot the make it dynamic so if you don't want to have on the C:\dev, you'll need to change the directory. Execute start.bat and it will show up first the db.exe, then auth's game.exe and last channel1's game.exe And there you have it, your server is now online! 5. Debug You can debug by going to Debug -> Start New Instance Bonus: I linked everything so you don't have to worry about anything 5. Credits I like to say that I don't know anything about anything and as such, everything here has its credits. @Mali61 - Client/Server compilable with VS2019 (Server & Client) @Karbust - If it wasn't for him, I couldn't have done this ThatGuyPT - The base was from his Windows Serverfiles 6. FAQ Q: Why didn't you use xampp instead of MySQL? A: At the moment I use MySQL a lot even outside of Metin2, so it makes more sense to me that it be this way. However, it is exactly the same, especially on localhost. Q: Can I migrate the source to FreeBSD? A: Yes, you can! As long as you have cmake configured, you can distribute to FreeBSD and use it there. Q: What is the id and password to enter the game? (I put this question because I know there will be someone asking this) A: You can create an account in the database, but you can use id: admin pw: 123 7. Links dev - mysql_dev All In One (Internal) If you have any questions that I can answer, feel free to write a post here.
  22. It's not that hard. if (!PERF_CHECKER_RENDER_GAME) { m_kRenderTargetManager.RenderBackgrounds(); float fAspect=m_kWndMgr.GetAspect(); float fFarClip=m_pyBackground.GetFarClip(); m_pyGraphic.SetPerspective(30.0f, fAspect, 100.0, fFarClip); CCullingManager::Instance().Process(); m_kChrMgr.Deform(); m_kEftMgr.Update(); m_kRenderTargetManager.DeformModels();
  23. You can't put pc functions inside of global functions, it will crash the server.
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