Quote:
Originally Posted by Phoenix 1337
Without any doubt your words are totally right.. but you need to get someone knows how emulator works. Like Chernobyl, he's almost done of his mu online's emulator.. He was able to create such system like reading the stored proc without any modification in the gameserver itself.. Get me any sro emulator with this feature.
PS: ^ is totally much easier than developing the emu from its build. because sometimes SQL is much easier than (c#/c++)
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Those are some serious statements you make. There are a ton of ways to create an emulator with a lot of different design patterns and stuff. Just because stored procedures worked well in an emulator doesn't mean it'll always work well. It's the choice the developer has to make. Think of speed, performance, stability.
Your statement about SQL begin easier than C#/C++ is entirely related to the person developling the emulator. If you use C# I'd rather use LINQ or Lambda expressions instead of calling a stored procedure. But those are all opinions.
The sro emulators mostly lacked a decent architecture and a proper design to actually make it something good. A few years back when I messed around with that stuff it was pure trash. The code wasn't maintainable and there was no way it could become something good.
The srevolution code for example, sure it has packets and some logic separated but it's mostly a giant mess with just too many problems.
Sadly the day of a good SRO 1 emulator will never come best we have is the Zelios code which is actually quite decent.