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jepcutza

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Posts posted by jepcutza

  1. Hi. I have a little server with some players, and at random times, they are all disconnected from only one core, and they cannot recconnect back. The other cores are working well. Don't get me wrong, the core don't crash, it only lose connection with players. When they try to reconnect, the following errors appear in syserr: 

    
    SYSERR: May 16 12:33:05.887662 :: Process: SEQUENCE 3d264c00 mismatch 0xcf != 0x0 header 10
    SYSERR: May 16 12:33:05.887680 :: Process: SEQUENCE_LOG [Skyzzo]-------------
        [109 : 0xaf]
        [006 : 0xca]
        [241 : 0x8a]
        [010 : 0xcf]
     
    SYSERR: May 16 12:33:48.168545 :: Process: SEQUENCE 3cad3400 mismatch 0xcf != 0x4 header 10
    SYSERR: May 16 12:33:48.168561 :: Process: SEQUENCE_LOG [JokeroLLz]-------------
        [109 : 0xaf]
        [006 : 0xca]
        [241 : 0x8a]
        [010 : 0xcf]
     
    SYSERR: May 16 12:33:52.487872 :: Process: SEQUENCE 3cad3400 mismatch 0xcf != 0x0 header 10
    SYSERR: May 16 12:33:52.487887 :: Process: SEQUENCE_LOG [Ion]-------------
        [109 : 0xaf]
        [006 : 0xca]
        [241 : 0x8a]
        [010 : 0xcf]
     
    SYSERR: May 16 12:33:59.367570 :: Process: SEQUENCE 2b8d8400 mismatch 0xcf != 0x0 header 10
    SYSERR: May 16 12:33:59.367586 :: Process: SEQUENCE_LOG [L3auR]-------------
        [109 : 0xaf]
        [006 : 0xca]
        [241 : 0x8a]
        [010 : 0xcf]
     
    SYSERR: May 16 12:34:00.7637 :: Process: SEQUENCE 3cd9bc00 mismatch 0xcf != 0x0 header 10
    SYSERR: May 16 12:34:00.7653 :: Process: SEQUENCE_LOG [paradisss]-------------
        [109 : 0xaf]
        [006 : 0xca]
        [241 : 0x8a]
        [010 : 0xcf]
     
    SYSERR: May 16 12:34:15.847567 :: Process: SEQUENCE 2b8df800 mismatch 0xcf != 0x0 header 10
    SYSERR: May 16 12:34:15.847583 :: Process: SEQUENCE_LOG [AcmeJMK]-------------
        [109 : 0xaf]
        [006 : 0xca]
        [241 : 0x8a]
        [010 : 0xcf]
     
    SYSERR: May 16 12:34:19.527798 :: Process: SEQUENCE 3d198800 mismatch 0xcf != 0x0 header 10
    SYSERR: May 16 12:34:19.527815 :: Process: SEQUENCE_LOG [FanaTicul]-------------
        [109 : 0xaf]
        [006 : 0xca]
        [241 : 0x8a]
        [010 : 0xcf]
    

    The only thing i modified at packets is a new packet added by me. It is working well. I use 'mainline' as game and db, and 'mainline_released' as client binary.

     

    I think this part of the source from input.cpp is kicking the players: 

    
    if (m_pPacketInfo->IsSequence(bHeader))
            {
                BYTE bSeq = lpDesc->GetSequence();
                BYTE bSeqReceived = *(BYTE *) (c_pData + iPacketLen - sizeof(BYTE));
     
                if (bSeq != bSeqReceived)
                {
                    sys_err("SEQUENCE %x mismatch 0x%x != 0x%x header %u", get_pointer(lpDesc), bSeq, bSeqReceived, bHeader);
     
                    LPCHARACTER ch = lpDesc->GetCharacter();
     
                    char buf[1024];
                    int offset, len;
     
                    offset = snprintf(buf, sizeof(buf), "SEQUENCE_LOG [%s]-------------n", ch ? ch->GetName() : "UNKNOWN");
     
                    if (offset < 0 || offset >= (int) sizeof(buf))
                        offset = sizeof(buf) - 1;
     
                    for (size_t i = 0; i < lpDesc->m_seq_vector.size(); ++i)
                    {
                        len = snprintf(buf + offset, sizeof(buf) - offset, "t[%03d : 0x%x]n",
                                lpDesc->m_seq_vector[i].hdr,
                                lpDesc->m_seq_vector[i].seq);
     
                        if (len < 0 || len >= (int) sizeof(buf) - offset)
                            offset += (sizeof(buf) - offset) - 1;
                        else
                            offset += len;
                    }
     
                    snprintf(buf + offset, sizeof(buf) - offset, "t[%03d : 0x%x]n", bHeader, bSeq);
                    sys_err("%s", buf);
     
                    lpDesc->SetPhase(PHASE_CLOSE);
                    return true;
                }
                else
                {
                    lpDesc->push_seq(bHeader, bSeq);
                    lpDesc->SetNextSequence();
                    //sys_err("SEQUENCE %x match %u next %u header %u", lpDesc, bSeq, lpDesc->GetSequence(), bHeader);
                }
            }
    

    I was thinking to remove 'setphase(phase_close)' , but will this cause something to server? 

  2. Hey,

     

    I have a strange problem with some items that can be equipped. If i equip Battle Shield+0 or Ivory Suit (for ninja), i cant walk/run anymore. It's like my character is frozen. If i put it back into inventory, it works again. With other items is ok, only those items are "bugged" i guess. (i didnt test all equippable items)

     

    I use mainline db/gamecore , mainline_released/sg client binary and "Current DE/EN client" files by Sanchez.

     

    If anyone had this problem in the past and found a solution, it will be very helpful to write here.

     

    Ty and have a nice day.

  3.  

     

    Here my Sysser error:

    pTMwC4T.png

    hi, is 'sMs' and SeMa a player?

    If yes, check your share/data/pc(2) folder, for every character class must be a folder for every weapon.

    I mean for example, warrior must have the folder bell and so on.

     

    Thanks, but i solved this in the source of the game. Now i not need this, but thanks for you'r help.

     

     

    When you solve a problem, it is supposed to share with others, that's why this is a forum, but btw.

    • Love 2
  4.  

    if (type >= GUILD_WAR_TYPE_MAX_NUM || type < 0)
    			type = GUILD_WAR_TYPE_FIELD;
    

    :rolleyes:

     

     

    With this code block command to use only the type of war 0

    So you can only use arena

    With my code you can use all fields

     

    Morphe you are plagiator,put the source Freakplay.

     

    I am Georgemicu  <_<

     

     

    You're wrong. 0 = field, 1 = arena, 2 = flag. That function set type 0 if and only if type is higher than 2 or lower than 0. So it blocks nothing.

  5.  

    It's not activated in the client by default, but you have to search for these in game.py - UpdateDebugInfo:

    self.PrintCoord
    self.PrintMousePos
    self.FrameRate
    self.Pitch
    self.Splat
    self.ViewDistance
    ...

     

    Ty man :)

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