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Kio

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About Kio

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    Turkey
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    Turkish

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    kio.cpp

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  1. You don't express any opinion. You say there is a vulnerability in the system. This is not expressing an opinion. Since you know so much that there is a security vulnerability, you need to stand behind your words and show me this with your vast knowledge. Yes, this is a community and people come in and look at this issue. Instead of creating a question mark in people's minds due to your unfounded claims, prove your claims or do not make empty comments
  2. The strange thing is that neither SQL Inject nor any security vulnerabilities exist. In order for SQL to be injected, SQL code must be present in the player's name, which is not possible anyway. To block a player, the player must be in the game. Someone can't block or unblock a name just because they want to, they have to be a real gamer. These smart friends of ours think that we didn't think about these things while writing the system It's strange that people can't digest it when someone does good deeds. But it doesn't matter, I laugh and have fun while answering these questions, it adds action to my life
  3. Dude, don't I own the system? OWSAP OR SOMEONE ELSE? Do you write your systems with this mindset? Ah, it will be blocked again, no problem You say there is a security vulnerability, can you tell me about the security vulnerability with your vast knowledge?
  4. HAHAHAHA You cannot unblock a player you have not blocked. Are you so blind that you can't see the control at the top? xD Tell me what you use, I'm curious about its head It makes sense to use this for account registration, but the player can enter the game from another computer or format his computer, there are many more possibilities like this. Your opinion is very amateur.
  5. The video has been deleted so I can't see it, but as far as I understand from your message, you imported the list into Python. Do you think I didn't think about this? What will you do when the player deletes and installs the game?
  6. Dude, I told you it could be done with id, but I said it has to be a SQL query? I don't understand what else you are explaining. I have already explained what you said in my two previous comments. Imagine there are a lot of player blocks in a high player game and since you use ID for each teleport, are you doing this loading using the database? Either you haven't studied the system well, that's why you can't understand what I'm saying, or you're giving a different answer to what I'm telling you, I don't understand. Anyway, that's what made sense to me, so I wrote it that way. If it doesn't make sense to you, the system is open to development You can take the ID and upload it with the database. Have a nice use
  7. Yes, the messenger manager system is a complete disgrace. Because a database query is made with every teleportation. and there are many other nonsense topics. If we use the player ID, you will still have to send a database query every time you teleport. Because imagine a player on the disabled list leaves the game. But you need to write the player's name on that list, you cannot do this with the id because it is not in the game. You will need to pull it with a database query. The reason why I don't use id is to avoid making database queries for every player in every teleport.
  8. Hey dude <3, While coding the system, I was coding it with id but When I started coding the block list, it occurred to me that not every player I blocked would always be in the game. Now let's come to the scenarios I would experience if I coded with id. * I send the list packet when the player teleports. If the blocked player is not in the game, I cannot write their name there. However, if I only saved the id in memory and saved the player's name along with the id in the database, then I would send the packet of the list by pulling it from the database, not from memory. But I didn't want to use the database every time a player teleported. Additionally, if you change a player name, I will need to correct it in the database. * If a player I want to unblock is not in the game, I will have to query the player table with the player's name in the database and get his id In short, I did not use id because I wanted to minimize database usage. Can it be used? Yes, it can be used, but with 2-3 database queries. When I write systems, I always write them in a way that high-player games can use and I think very carefully. That's why it made more sense to me to code it this way, so I preferred to code it with names. I don't use name changing in my own active game, so I didn't feel the need to do it. But if you use it, just do this // Open player_block.h // Search: auto DeletePlayerBlock(const std::string &strBlockingPlayerName, const std::string &strBlockedPlayerName) -> void; // Add below: auto ChangeName(const std::string &strOldName, const std::string &strNewName) -> void; // Open player_block.cpp // Search: auto CPlayerBlock::DeletePlayerBlock(const std::string &strBlockingPlayerName, const std::string &strBlockedPlayerName) -> void { DBManager::Instance().DirectQuery("DELETE FROM player.player_block_list WHERE blockingplayername = '%s' AND blockedplayername = '%s'", strBlockingPlayerName.c_str(), strBlockedPlayerName.c_str()); } // Add below: auto CPlayerBlock::ChangeName(const std::string &strOldName, const std::string &strNewName) -> void { auto it = m_map_PlayerBlock.find(strOldName); if (it != m_map_PlayerBlock.end()) { m_map_PlayerBlock[strNewName] = std::move(it->second); m_map_PlayerBlock.erase(it); } for (auto &it : m_map_PlayerBlock) { auto it2 = it.second.find(strOldName); if (it2 != it.second.end()) { it.second.erase(it2); it.second.emplace(strNewName); } } DBManager::Instance().DirectQuery("UPDATE player.player_block_list SET blockingplayername = '%s' WHERE blockingplayername = '%s'", strNewName.c_str(), strOldName.c_str()); DBManager::Instance().DirectQuery("UPDATE player.player_block_list SET blockedplayername = '%s' WHERE blockedplayername = '%s'", strNewName.c_str(), strOldName.c_str()); sys_log(0, "PLAYER_BLOCK: ChangeName: %s -> %s", strOldName.c_str(), strNewName.c_str()); } // Open questlua_pc.cpp // Add includes: #ifdef ENABLE_PLAYER_BLOCK_SYSTEM #include "player_block.h" #endif // Search: /* delete messenger list */ MessengerManager::instance().RemoveAllList(ch->GetName()); // Add below: #ifdef ENABLE_PLAYER_BLOCK_SYSTEM /* player block list */ CPlayerBlock::Instance().ChangeName(ch->GetName(), szName); #endif
  9. yes dude, There is no problem with p2p. I don't know if this type of system exists in other files, but I am the owner of this system and I shared it today, you have no chance of buying it from anywhere else, and I did not sell it to anyone Since I used this system in my game with approximately 1K active players, you can use it comfortably There are 2468 queries available
  10. A fool came and gave you no peace and you blocked this fool. Let's see what will happen. additional: while coding the system i fixed a few errors related to mesenge_manager and made adjustments and p2p works. -> You can block or delete a player from the list by typing the player's name from the Messenger panel. There is also a block button inside the target buttons. M2 Download Center Download Here ( Internal ) Download Here ( GitHub )
  11. cross-channel maintenance can be turned on or off. When you start the maintenance, the maintenance screen is instantly displayed to the players who are in the game. The maintenance screen appears for players who log into the game. When you cancel the maintenance, the maintenance screen is closed for all players. M2 Download Center Download Here ( Internal ) [Hidden Content] I coded the system open to development. You can add the reason for maintenance if you want.
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