That makes no sense what so everQuote:
it's not that easy since he used a public language :)
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how can I disable lisance ?
That makes no sense what so everQuote:
it's not that easy since he used a public language :)
[Only registered and activated users can see links. Click Here To Register...]Quote:
how can I disable lisance ?
Quote:
could u tell what was used to pack this exe
i dont really care how much time this guard has been up, its poorly coded period.Quote:
That source copied from test for v5.09. So it is not stable and it is not shared version.
+1
Yeah that source developing test for new project but I don't understand what about you saying? Did you use it? It can works perfectly with 1000+ player and it does. Kguard is not new and it exists more than 3 years. All of other guards are newest than that. First research and talk.
It can. It does. That guard has two engine for connections. Second engine using and it can handle. If you talking about first engine yes you was right.Quote:
Also stable or not but almost all ur features are already there, pretty easy to solve bugs.
Your guard cannot handle 1k players.
This is original source theft from a Pcloud. So unpackedQuote:
could u tell what was used to pack this exe
I don't care what do you caring about. Just stop talking about your estimates. How I can trust with what I saw about connections and comments from buyers?Quote:
i dont really care how much time this guard has been up, its poorly coded period.
its not fully asynchronous, zero-utilization, it presents low-level knowledge of how networking systems work, just take a look at how the socket-server is built - its redundent!
trust me i can assure you that you cannot handle 1,000 running connections via this proxy, it got nothing special in it, as i said before i can ask for a code snippet just to show you how "SR_Proxy" by Isoline is built, too bad guys with that knowledge keep their work for themselves.
He's not estimating, just stated the facts. I quickly reviewed the code, it is hardly poor. You're only utilizing async socket functions, nothing more than that. The rest is non-async, even there are calls to blocking functions inside logical worker thread, like sleep for timing stuff wtf... A simple async proxy can already handle ~1k players just fine, but this proxy is far from being async. And if it's showing any signs of good performance, then obviously it's power of nowadays CPU.Quote:
It can. It does. That guard has two engine for connections. Second engine using and it can handle. If you talking about first engine yes you was right.
This is not free guard as you know. You wish know turkish lang and learn comments about us. We aren't new and you can't talk about performance of our projects. Lets watch what will happens cuz I will create new project with global lang. Then I'll watch your projects which in our road.
This is original source theft from a Pcloud. So unpacked
I don't care what do you caring about. Just stop talking about your estimates. How I can trust with what I saw about connections and comments from buyers?
Nice comment. This program just 15$ per month. Its good for that price. I know too sleeps uses more cpu (never more than gameserver). But yes it does handle 1k+ player with %10-20 cpu usage when gameserver uses %25-30. It can be better than itself but already I said just test for new project.Quote:
He's not estimating, just stated the facts. I quickly reviewed the code, it is hardly poor. You're only utilizing async socket functions, nothing more than that. The rest is non-async, even there are calls to blocking functions inside logical worker thread, like sleep for timing stuff wtf... A simple async proxy can already handle ~1k players just fine, but this proxy is far from being async. And if it's showing any signs of good performance, then obviously it's power of nowadays CPU.
Btw, if this is what you have done in 3+ years as you claimed, then you've learned nothing.
are you comparing your simple proxy to gameserver, really ? You are just redirecting packets between agent and client.And wtf is sleep uses more cpu thingy that you said ? Iwa mentioned about using sleep on io threads will delay whole server operations and its wrong thing to do; not about cpu.If you are doing paid work you have to do your best even if everybody uses cracks.Quote:
Nice comment. This program just 15$ per month. Its good for that price. I know too sleeps uses more cpu (never more than gameserver). But yes it does handle 1k+ player with %10-20 cpu usage when gameserver uses %25-30. It can be better than itself but already I said just test for new project.
I used multithreading 2-3 years this is not means I didn't learn anything. Multithreading handles 500-1000 player with cpu usage more than gameserver. That was enough for 15$ and everybody cracks that. Why I need develop that for more performance?
That source can handle 1000-1500 player without any problem, needs some cpu as gameserver ofc. If I can be sure can't crack my new project that can be better than that.
Try to see different between sleep and delay. Sleep uses more cpu wtf you talking about?Quote:
are you comparing your simple proxy to gameserver, really ? You are just redirecting packets between agent and client.And wtf is sleep uses more cpu thingy that you said ? Iwa mentioned about using sleep on io threads will delay whole server operations and its wrong thing to do; not about cpu.If you are doing paid work you have to do your best even if everybody uses cracks.
If ppl think your work is really good then they want to buy it not crack it.
Looks like I need teach you English before teaching "your work", lol trying to understand your post is pain in ass also you havent even understood what I have told you the post above.Quote:
Try to see different between sleep and delay. Sleep uses more cpu wtf you talking about?
Thiefs always uses cracks. My people so people who aren't thief thinks my work is good cuz I help to them for everything about performance and security. You can't find anybody of my people needs other guards for performance. Whatever...
Just don't teach me my work
could not have said it better myself.Quote:
He's not estimating, just stated the facts. I quickly reviewed the code, it is hardly poor. You're only utilizing async socket functions, nothing more than that. The rest is non-async, even there are calls to blocking functions inside logical worker thread, like sleep for timing stuff wtf... A simple async proxy can already handle ~1k players just fine, but this proxy is far from being async. And if it's showing any signs of good performance, then obviously it's power of nowadays CPU.
Btw, if this is what you have done in 3+ years as you claimed, then you've learned nothing.