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Posted

Cooldown-

I am in the process of doing some R&D. I haven't done anything Conquer related in years but got an itch to do some dev. I am curious on your opinion(s) on sockets- I have been looking thru older sources at sockets.. from Impulse, Hybrid's, Fang's and several others.

Who's have you been most impressed with? Who's would you recommend looking at to study?

Just want some other opinions on this.

Lawless

Posted

Comet's is probably the most documented and easiest to understand.

Although, I have only ever used his source as reference. I've also used CptSky's source for reference.

A lot of the sources floating around are not good reference material. They're semi-stable sources that people then use to create spaghetti monsters with and "release" them. However, this is a lot better of a community than where those releases are. If you somewhat know how to program, and you look at source and cannot figure out at least *what* the code is doing, it's probably a source you shouldn't be using for material.

There's also Spirited's Wiki

Posted

Oh man, I have been around co dev since 2008 I think. I am very specific with who's material I spend time looking at. Not just grabbing some horrible trinity clone or ncos and pulling out of it.

Just touching up on some topics I never delved into very hard, sockets being one of those.

Thanks, I'll do some more research within Fang's work and also have yet to take a look at CptSky's, so I'll definitely do that.

Posted
Oh dang, I haven't heard anyone call me Fang in a while now. Not that I mind. If you end up looking over Comet, please feel free to ask questions or let me know if there's anything I can better clarify. I also wrote up a little article on multi-threaded game server design for Comet if you wanna take a crack at extending it. If you're just after the sockets, then be warned that there's a known denial of service exploit I need to merge tomorrow. Best of luck, and have fun.
Posted

Just wanted to give you a word of warning if you look at the Cpt Sky enhanced version - there is a race condition in the current implementation where the server will start allowing packets to be received before it's actually ready. I detail that in my OP here:

Just figured I'd save you the time if you elect to research that design. 🙂

Posted
Quote

Just wanted to give you a word of warning if you look at the Cpt Sky enhanced version - there is a race condition in the current implementation where the server will start allowing packets to be received before it's actually ready. I detail that in my OP here:

Just figured I'd save you the time if you elect to research that design. 🙂

If you're willing and create a pull request with those changes, I'll review merge them into his project:

https://gitlab.com/conquer-online/servers/cops-v6-emulator-enhanced-edition

Posted
Quote
Quote

Just wanted to give you a word of warning if you look at the Cpt Sky enhanced version - there is a race condition in the current implementation where the server will start allowing packets to be received before it's actually ready. I detail that in my OP here:

Just figured I'd save you the time if you elect to research that design. 🙂

If you're willing and create a pull request with those changes, I'll review merge them into his project:

https://gitlab.com/conquer-online/servers/cops-v6-emulator-enhanced-edition

Will do, I didn't realize you had write permissions to it, that's great. I'll aim to submit it sometime this weekend.

Posted

Will do, I didn't realize you had write permissions to it, that's great. I'll aim to submit it sometime this weekend.

Yep, that was my big push for getting those old projects on GitLab. I'd add Comet to that group as well if it didn't break existing URLs. But yeah, a few key people in the community have access to the group and maintaining repos.

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