1-What is the action taken by the server to send the client to character making or logging in other words what's the packet sent by the server to client that either sends client to character making or logging in game
2-should i make a recieve thread for each client like impulse does or there is a better way to do it i dont think its a good idea to use a recieve thread for each client since a char could go afk or so
1: Once the gameserver has finished setting up its connection with the client (including encryption) the client sends the login request packet (type 1052). The server then checks validation for this user (if they've been approved by the login server) and then sends a talk packet to control if they get to log into the game or if they get sent to character creation (type 1004)
The options are...
Normal login: "ANSWER_OK"
Character creation: "NEW_ROLE"
1: Once the gameserver has finished setting up its connection with the client (including encryption) the client sends the login request packet (type 1052). The server then checks validation for this user (if they've been approved by the login server) and then sends a talk packet to control if they get to log into the game or if they get sent to character creation (type 1004)
The options are...
Normal login: "ANSWER_OK"
Character creation: "NEW_ROLE"
And any other message with be thrown as a dialog in the login.
Sorry I intended to reply to your second question but I guess I ran to work :S
As korv said... thread per players is a very poor way of handling things.
There's lots of ways you could handle your threading and I don't think anyone here can make the claim that there's one absolute best way to deal with it in every situation but here's some of my oppinions.
Use an async socket system so that you don't need to have threads blocked off for receiving from client (eliminates the need for thread per client). From there I would tell the threadpool to process the received information. This allows for packets to be processed concurrently while at the same time not needing you to hard code a specific number of threads to switch between. From there I'd most likely just create a couple server threads to run through specific functions (monster AI thread, slow updates, fast updates is my general advice but I'm sure others would disagree)
If you write a threading system and you find certain things are really not running the way you would expect them to (such as monsters slowing down/freezing while the server runs) then I'd suggest using the stopwatch class to time how long each thread loop takes to execute. It really helps you track down issues. I know I was having an issue with my monster thread once where monsters were not being removed from the active collection so as players logged in/monsters re spawned the thread was slowing down more and more till it appeared almost frozen.
couple questions 11/04/2009 - EO PServer Hosting - 1 Replies 1. i got a pserver running. then i tried to run accserver again and it fails..... any idea on fixing that.. ive uninstalled everything to do with my server reinstalled and it still wont work.....
2. how do i get the totems working?cool to have 100 stars n be a king lol no totems for my demon tho so i cant level up legion....
3.anybody know how i can get the god quests?
like divine path....
thanks guys
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[HELP]Just a couple of questions 05/21/2009 - CO2 Private Server - 5 Replies what is a static ip and how do i get one?
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More to come*
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