Baloony
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Modifying the addresses worked, the loader from @kenny unfortunately did not
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I tried using the Dragon launcher in the OP, but running the launcher seems to start the client but as soon as the login screen should open the client closes, any idea on why that would be? Edit: if i do not inject the connect module than it starts just fine.
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I have a weird bug where while logging in all passwords work, the byte array comes in as 0,0,0,.... 32 times 0. Is it just me?
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That would be great man, I would really appreciate it!
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Do you have any idea why ArtisanCloud(GemInsetter) and ArtisanWind would not open their gui when clicked? Also, you mentioned something about a leaked 6900 database, can you point me to where or how I can get it please?
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My bad, my character's id was 4 and that made the source think i'm an Armorer npc, all looking good so far man, you are trully one of the greatest! I set all caharacters ids to be 10kk + and it all works fine now.
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Could it be from the missing actions and tasks? Does jumping work fine for you, also attacking makes the mob disappear until i move again, are theese known bugs? I would love to contribute
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Thank you so much man! I tried connecting with a 6192 client but although it worked and I got logged in, jumping seems bugged, my question is, which is the real patch that the packets are most compatible with
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It seems the database strucutre has changed since you last updated the batch, would you mind uploading a more current one, of course without cq_npc and cq_action?
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Do you mean that: checking for nearby users happens on the AI thread if users are found we queue move or attack actions to the appropriate map partition. I tried running this source on a 2 vCore machine, and of course, it errored as we seem to need at least 6 vCore on our machine to have enough resources for the no map, pvp map and normal map partitions. count = Math.Max(1, count == 0 ? Environment.ProcessorCount / 2 : count); I said 6 not 3 because the count of cores for which we start a partition is our machine's vCores halved. The crazy question is, would having the no map, PVP map, and normal map partitions be the same one (0), make our source "single-threaded" (when it comes to packet processing at least), thus removing the chance of deadlocks and thread races all together? that of course at the cost of performance loss.
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I think i've fixed the thread race, what I did is: I looked for all the places Canyon uses Kernel.Services.Processor.Queue( and I added that to the same places in Comet-5197. One thing i've not yet done is splitting ai in its own project, processor. Do you think that would be mandatory, or allocating the ai related tasks in the correct map would be enough?
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Cheers man, Merry Christmas!
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I have moved the account server logic from the oroginal comet base and i logged in successfully, i think this has lots of unused potential. @Spirited did you mean there should be no server processor and it should be preplaced with many processors for each map?
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I've set it all up, acc and game servers connected, but when i try to login I get [test] has authenticated successfully on [Dark] but the client errors saying "Invalid Login", is this related to the socket problem?