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Conquer Open Source Project

Discussion on Conquer Open Source Project within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old 10/02/2010, 02:21   #31
 
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I'll probably end up doing the same as Hybrid.

Btw, did you do this in 2010 or 2008?
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Old 10/02/2010, 11:57   #32


 
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2010, i like to keep upto date, although i have to say im not a fan of the blue.
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Old 10/03/2010, 12:47   #33
 
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Why not use Linq for your database management?
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Old 10/04/2010, 16:17   #34


 
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Quote:
Originally Posted by Basser View Post
Why not use Linq for your database management?
Because Linq is slower than using this method.

Edit: I have updated the repo to support portals, this system i think should be complete although it has not been tested, i have also added basic equipment handling and modified the character object to support specific version configuring if you require it.

Please use the issue section of the site to submit bug reports, code alteration suggestions, anything like that.
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Old 10/09/2010, 14:23   #35


 
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Im currently working on implementing monsters since no one has raised any issues, or felt like contacting me about what they want in it, or what they feel needs changing.
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Old 10/09/2010, 17:28   #36
 
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Is hard to do some issue in the current progress, in the next
revisions will get alot of bugs and etc (Mobs, attacks, server handler, bla bla)...
I reported the error in the portal hehe
i'm reading the topic everytime when I can.
Good job
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Old 10/09/2010, 17:32   #37
 
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continue the good work korvacs ^^

when i get some free time i would apreciate to help you if you want....
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Old 10/21/2010, 11:32   #38


 
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Ive updated this, added a monster class which isnt finshed yet, and i have also made modifications to the packethandler and the character class.

Please either post here with requests for functionality/problems with the source or create an issue on the site.
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Old 10/22/2010, 17:03   #39
 
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Seems to me that korvacs has been answering more questions than getting answers on this thread. I havent taken a look at the code yet, was viewing the posts b4 i did so. But keep up the good work korvacs, ill see if I can do some contribution to the project.
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Old 10/26/2010, 01:58   #40


 
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Im currently working on monster spawns and trying to complete a decent version of the quadtree which will store all entities, unfortunately the current state of the quadtree means that each sector can store upto 10 objects, at which point it will subdivide and then attempt to move its objects into the newly created sub sectors. This works with only one exception. Stack Overflow, this occurs vary rarely in most programs, and usually only occurs when you enter some form of recursion or infinity loop. Unfortunately for me this error is now thrown when 10 or more objects are entered into the quadtree in very close proximity to each other, despite me limiting the maximum depth of a quadtree to 10 layers, the application bombs out at 3 layers. Stepping through manually in debug mode leads me to the discovery that the objects that are causing the problem happily split themselves up into the relevant sub divisions at layer 5 (i think, its 4 or 5 anyway). The reason for the stack overflow is the number of times the thread in question goes through the same methods (entering an object, finding out theres 10 objects already in the sector, sub-dividing, then moving all 10 objects into their new sectors, repeat this process untill stack overflow occurs, or objects fit into sectors without needing continuous sub-division).

This is of course a very large problem. The current system simply will not work without increasing the size of the stack, and to be honest, i dont feel that is the right course of action, which means that i will need to rewrite the quadtree to fix this issue, rather than attempt a hashed work around which will inevitably break once a significant number of objects are entered into the tree.

I was wondering if anyone had any input on this issue, i will happily plow ahead on whichever course i deem acceptable, but i feel this is something that many people should have input on, its a core part of any conquer server after all.

Edit:

Ive made some significant changes to the quadtree in the latest revision, there are still some occurances of the stack overflow issue which im trying to remove entirely, although this is difficult since keeping the quadtree efficient involves moving objects around based on changing circumstances.
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Old 11/01/2010, 21:25   #41


 
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With the last 2 pushes to the repo i have fixed the stack overflow, the quadtree will now quite happily hold 100k monsters on 1 map without any major problems, i am now in the process of ironing out a few minor issues with it and trying my best to slim line it where possible. I will also be addressing the issues with the querying which have plagued me ever since my original implementation of the quadtree, i know the reason for the issues i just need to figure out an acceptable fix for the problem.

Once this is out of the way i can start doing some of the more interesting things such as spawns and their management, npcs and their management, attack handling, and finally events and custom features.

Thats my rather general road map, of course i also have to implement a web/gui for the server management, but that will happen in time.

Please have a go at setting the source up and read through it, quite abit of the source is documented with comments and the rest will have comments added just as soon as i get a chance over the coming weeks.

And remember this source is designed to be able to adapt to any client version and any database system that the administrator desires, so if your looking for a 5017 source but cant find one that you like the feel of, take a look at it, you could always use the base of this and write in your own functionality.
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Old 11/01/2010, 22:58   #42
 
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Quote:
Originally Posted by Korvacs View Post
With the last 2 pushes to the repo i have fixed the stack overflow, the quadtree will now quite happily hold 100k monsters on 1 map without any major problems, i am now in the process of ironing out a few minor issues with it and trying my best to slim line it where possible. I will also be addressing the issues with the querying which have plagued me ever since my original implementation of the quadtree, i know the reason for the issues i just need to figure out an acceptable fix for the problem.

Once this is out of the way i can start doing some of the more interesting things such as spawns and their management, npcs and their management, attack handling, and finally events and custom features.

Thats my rather general road map, of course i also have to implement a web/gui for the server management, but that will happen in time.

Please have a go at setting the source up and read through it, quite abit of the source is documented with comments and the rest will have comments added just as soon as i get a chance over the coming weeks.

And remember this source is designed to be able to adapt to any client version and any database system that the administrator desires, so if your looking for a 5017 source but cant find one that you like the feel of, take a look at it, you could always use the base of this and write in your own functionality.
i been tryin a while 2 check it out but i dont understand how 2 use TortoiseHg
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Old 11/01/2010, 23:23   #43
 
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Quote:
Originally Posted by chickmagnet View Post
i been tryin a while 2 check it out but i dont understand how 2 use TortoiseHg
Then you probably are not worthy of the source.

@Korvacs: I'll take a look tomorrow when im not so tired and probably upto it to a later patch out of bordem.
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Old 11/01/2010, 23:27   #44

 
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Quote:
Originally Posted by chickmagnet View Post
i been tryin a while 2 check it out but i dont understand how 2 use TortoiseHg
It's so easy that you'll facepalm when you find out how it works, the download page tells you exactly what to do.
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Old 11/01/2010, 23:40   #45
 
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ide love to take a look but TortoiseHG wont even allow me to install it and they have no help section which can help me..
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