Jimcz.Jim
Eccezione non gestita: System.InvalidOperationException: Data cannot be sent because the connection is in the disconnected state. Call start before sending any data. at Microsoft.AspNet.SignalR.Client.Connection.Send(String data) at Microsoft.AspNet.SignalR.Client.Hubs.HubProxy.Invoke[TResult,TProgress](String method, Action`1 onProgress, Object[] args) at Microsoft.AspNet.SignalR.Client.Hubs.HubProxy.Invoke(String method, Object[] args) at OpenNos.GameObject.ClientSession.Destroy() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\ClientSession.cs:line 230 at OpenNos.GameObject.SessionManager.RemoveSession(INetworkClient client) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\SessionManager.cs:line 68 at OpenNos.GameObject.NetworkManager`1.OnServerClientDisconnected(Object sender, ServerClientEventArgs e) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\NetworkManager.cs:line 130 at OpenNos.Core.Networking.Communication.Scs.Server.ScsServerBase.OnClientDisconnected(IScsServerClient client) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Server\ScsServerBase.cs:line 133 at OpenNos.Core.Networking.Communication.Scs.Server.ScsServerBase.Client_Disconnected(Object sender, EventArgs e) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Server\ScsServerBase.cs:line 146 at OpenNos.Core.Networking.Communication.Scs.Server.ScsServerClient.OnDisconnected() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Server\ScsServerClient.cs:line 214 at OpenNos.Core.Networking.Communication.Scs.Server.ScsServerClient.CommunicationChannel_Disconnected(Object sender, EventArgs e) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Server\ScsServerClient.cs:line 176 at OpenNos.Core.Networking.Communication.Scs.Communication.Channels.CommunicationChannelBase.OnDisconnected() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Communication\Channels\CommunicationChannelBase.cs:line 131 at OpenNos.Core.Networking.Communication.Scs.Communication.Channels.Tcp.TcpCommunicationChannel.Disconnect() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Communication\Channels\Tcp\TcpCommunicationChannel.cs:line 170 at OpenNos.Core.Networking.Communication.Scs.Server.ScsServerClient.Disconnect() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Server\ScsServerClient.cs:line 148 at OpenNos.GameObject.ClientSession.Disconnect() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\ClientSession.cs:line 251 at OpenNos.Handler.BasicPacketHandler.Walk(WalkPacket walkPacket) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Handler\BasicPacketHandler.cs:line 1901 at lambda_method(Closure , Object , Object ) at OpenNos.GameObject.ClientSession.TriggerHandler(String packetHeader, String packet, Boolean force) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\ClientSession.cs:line 597 at OpenNos.GameObject.ClientSession.HandlePackets() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\ClientSession.cs:line 526 at OpenNos.GameObject.ClientSession.<.ctor>b__12_0(Int64 x) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\ClientSession.cs:line 77 at System.Reactive.AnonymousSafeObserver`1.OnNext(T value) at System.Reactive.Linq.ObservableImpl.Timer.TimerImpl.Tick(Int64 count) at System.Reactive.Concurrency.DefaultScheduler.<>c__DisplayClass7_0`1.<SchedulePeriodic>b__1() at System.Reactive.Concurrency.AsyncLock.Wait(Action action) at System.Reactive.Concurrency.DefaultScheduler.<>c__DisplayClass7_0`1.<SchedulePeriodic>b__0() at System.Reactive.Concurrency.DefaultConcurrencyAbstractionLayer.PeriodicTimer.Tick(Object state) at System.Threading.TimerQueueTimer.CallCallbackInContext(Object state) at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx) at System.Threading.TimerQueueTimer.CallCallback() at System.Threading.TimerQueueTimer.Fire() at System.Threading.TimerQueue.FireQueuedTimerCompletion(Object state) at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem() at System.Threading.ThreadPoolWorkQueue.Dispatch() at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
Very good, i'm so interested for the new update, when will it be available?Quote:
Well, if you're so dumb and Shut down the SCS while the Server is running... You need to ensure proper connection, since it wasn't built for cross Machine Hosting(but the fix is like 6 lines of Code in OpenNos.WebApi.Reference. That's also the "unfixable" bug NosMagic encountered. PS: The bazaar Dupe bug was caused by a wrong data saving, most likely their cause, since we don't encounter it at all(and I know how to reproduce it).
Welp. Still funny how Crados begged for Source and closed a week after I told him to gtfo :D
Btw @[Only registered and activated users can see links. Click Here To Register...]
Pathfinding has been completely rewritten, which fixed various bugs, and cut down RAM Usage from about 3.5G with 250+ Users to less than 2.5G. Strings got also removed in most of the Packet Stuff, as we completely merged to the PacketFactory which will, in the near future, take care of Packets and their Encryption properly (Correct Type-Based Server->Client Crypto instead of handling the whole packet as one string). This change also halves the Traffic and reduces !Client!-Cpu Usage massively.
After the Timespace System is mostly done, the next goal is Raids, which are basically just slightly modified Timespaces.
Perfect :DQuote:
Well, we plan on completely finishing the Raid System, then Snapshotting the latest stable build, continue to expand some features and then release the Snapshot after ~2 weeks, depending on how our shedule allows it, since we're all going on holidays soon.
But in general, we don't give any ETA. It comes when it's done and tested on our Servers to run properly.
xSensitivex? more like xInSensitivexQuote:
You know that it isnt the reason as you say? :rolleyes: are you to stupid to get the Problem in your own Code? C'mon pls left this World.
Even the nostayle source had pet basics implemented, a lot of time ago.Quote:
xSensitivex? more like xInSensitivex
You are insulting someone and telling him to leave the world? what psycho are you?
look at OpenNos, this is so far the MOST Progressed ServerFile that is on epvp, look at the Official Test server, TimeSpace, Instant Combat , and some Pet functions, like , wtf so ungrateful and insulting af. Before you insult and do this shit what you do, please achieve something on your own , it feels already as it is inbetween of 1.0.6 to 1.0.8
Please get your facts straight and get lost here.
Just jealous because the OpenNos Team can achieve this and you not lol
Dazu muss man sagen das es viele Funktionen gibt in der Source die Total unnötig sind oder sich doppeln. Allein schon bei der Login abfrage diese Sinnlose abfrage ob man das Alte Cryptografie system nutzen will obwohl es das nicht mehr gibt.Quote:
If you mean that it is ok that you show off with work that is full bullshit then do it. But you think more "Functions, Functions is all we need who cares Performance we just need more Ram!"
Now go back to Ciapa and Play with him Barbie Thanks x3
Its more funny that 99% of OpenNos Server has Server with min. 8GB-16GB Ram and its still have laggs :rolleyes: and dont come now with "But its Free and OpenSource mimimimi "
Linux is too OpenSource and Free but its too not shit :rolleyes:
NosTale4DE war basierend auf NosTayle weil ich mich eh schon mit Mehdy gut verstanden habe und noch immer tue und der Server lief so weit ich mich recht erinnere mal auf ein Server mit 2GB Ram und er war flüssig bis auf das die Netzwerk Verbindung vom Root die kacke war und wenn du Opennos mit 2GB versuchst ja.. da darfst du mit dir alleine Spielen :rolleyes:Quote:
Dazu muss man sagen das es viele Funktionen gibt in der Source die Total unnötig sind oder sich doppeln. Allein schon bei der Login abfrage diese Sinnlose abfrage ob man das Alte Cryptografie system nutzen will obwohl es das nicht mehr gibt.
Ich mein es ist eine OpenSource, aber eine zurzeit ziehmlich schlechte von der Performance her. Verstehe auch nicht wieso man den Server nicht mit einen Socket verbinden lassen hat , diese ist ressourcen sparender und erfordert keine while schleife und ist ausserdem Stabiler als TcpClient oder was auch immer.
Soll jetz kein Hate oder so sein , ich mein von FUnktionen her die NosTale betreffen ist die Source echt gut ( auch wenn stark verbuggt an ein oder anderer Stelle ) aber ich denke das die Performance wichtiger ist als Funktionen.
NosTayle basiert auch auf einen Socket server und die Source zieht kaum ressourcen ( ein i3er würde selbst mit 4GB bei 250 Spieler sehr flüssig laufen ).
Meine meinung -> wer sie nicht akzeptiert..
MfG
Naja selbst ein i7 musste mit der OpenNos Source bei NosMagic schmoren bei +350 Spieler...Quote:
NosTale4DE war basierend auf NosTayle weil ich mich eh schon mit Mehdy gut verstanden habe und noch immer tue und der Server lief so weit ich mich recht erinnere mal auf ein Server mit 2GB Ram und er war flüssig bis auf das die Netzwerk Verbindung vom Root die kacke war und wenn du Opennos mit 2GB versuchst ja.. da darfst du mit dir alleine Spielen :rolleyes:
Ciapa does it everyday to like 5-10 people on Discord server. He just changed to an aggressive insult-machine. He tells everybody to hang themselves, because they ask anything in his channels.Quote:
You are insulting someone and telling him to leave the world? what psycho are you?