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PServer

Discussion on PServer within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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meh. I know what you're thinking before I even type out my post. "wow, some noob wants to make a private server and wants everyone to do the work for him". Not the case :P I'm fully capable of doing it myself(or creating a way around what can't be done), I just would like some assistance in the things I cannot do due to lack of knowledge about the workings of the client and packets and all. I developed for another mmo in the private server scene (Helbreath if anyone knows it) and have moved on and am looking to develop a CO emu in c++ since I can't seem to find any that are. I've got plenty of the basics down (up to before logging directly in) (converting C# to c++ for the most part fixing a lot of bugs and making it highly efficient and properly functioning). I'm full of new ideas to make CO more interesting gameplay wise whilst not screwing it up and am fully capable of coding and then maintaining a server. Plenty of experience in both fields as well as having a team of friends to back me up. What I'm looking for are people higher up who have the knowledge and are willing to share it (doesn't have to be made public. I'm unsure of whether to make this open source and if those who help don't want it to be for privacy reasons then it wouldn't be) but I would openly release the works. I'm fully prepared to take on the challenge and with the help of the community can create powerful emu files that will rock the CO community up and down until it starts chafing and then it will pick it back up and do it some more.

Maybe this can help show I'm no random noob. This was my latest brainstorm about the server operation that I posted on another forum but I'll repost here.

</span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Zero)</td></tr><tr><td id='QUOTE'>I'm posting this for pure thought process and maybe feedback. I'd post it on my own forum but everyone there doesn't play CO and couldn't provide feedback on top of not giving a shit :P

I was thinking of how TQ manages all their servers. Half/half all connect on the same ip and same port. Though there may be two auth servers in that case (two different servers each running a single exe - two auth servers running ~33 game servers under each exe).

This might explain high ping times because a single exe is handling the thousands of sockets and packets per second from all the players connected to that tree of servers. Back when it used to be one group, ping was low and very responsive.

Anyway, they had to have used multiple threads because a single thread would burn under this kind of pressure. We'd see pings more into the thousands regularly and never below 1k. The receive function itself would be situated on the main thread seeing as it probably runs through api and the main thread handles api. (if written in c++ which is most likely)

The send functions all operate separate contained within the parent server thread. Basically a thread per server with child threads per server thread running game operations. I currently run my sources without a server class because I figured I'd have each server run a separate exe.. but ever wonder why when one server is down, more go down? Or how certain servers are up yet others aren't? It's all controlled via a single app I believe through which they can actively start/restart/close/manage each specific server via it (if they did it intelligently) or just a single exe that manages it all itself.

wewt.

Main entry thread
-> &#092;/ breaks off into specific server threads
server thread 1
-> breaks off into threads to control server aspects etc.
server thread 2
-> breaks off into threads to control server aspects etc.


each server maintaining its own memory space within global vars accessible by all servers at any time and the auth server also meaning possible instant statistics over multiple servers. On top of that, this opens up the ability to cross server communicate for example kicking a char off that logged onto another server on the same account.

I did a similar practice with my login server I coded for my previous game. It ran two separate exes naturally, a main (account controller) and a world (character controller and server gateway) in which I combined them both and created dynamic loading worlds based off a config meaning ultimately multiple servers hosted under a single exe (not game servers, but their gateway they had to connect to for server settings and data). With this it's just a matter of reusing that in here and creating a server class to create on startup.

The main thread would manage the message pump while each server thread could have it's own message queue (that I'd build myself) for processing messages between auth server and other servers so as to not cause access conflicts.

The class would be such
G_pServer[DEF_SERVERCOUNT];
each array position representing another server and each server maintaining it's own client class list and such. Ultimately the only memory they'd share directly is the address location to their private memory and then indirectly all the data contained within that server.

meh. </brainstorm>
[/b][/quote]


If anyone would like to help, learn more info, or whatever you can add me to msn . It would be much appreciated and I can give back to the community tenfold if not more. I can begin releases as soon as I code it possible to fully login (or before, but there'd be little point to that). I'll say it in hopes someone breaks down over it Please help me
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Old 04/08/2007, 15:48   #2
 
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meh.. if you want some type of show that I mean business, maybe this will do?
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Old 04/10/2007, 19:43   #3
 
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being ignored is worse than having the thread locked or rejected. At least someone saying no would show they're actually reading it ;/ The screen shot is my progress so far. Can load up as many game servers as you please based off the server.cfg .

Code:
auth-port = 9958
mysql-user = xx
mysql-pass = xx
mysql-host = 192.168.100.101
mysql-database = xx

&#91;SERVER1&#93;
server-name = XSCO
server-port = 5816

&#91;SERVER2&#93;
server-name = Anotherserver
server-port = 5817
They both work fine and can differentiate between each other (or more if you choose -- good for having test servers or even different rate servers). Used a similar method for the same thing on my last game. Completely multithreaded as you can see separating the more process critical functions like controlling npc actions and such keeping it away from processing of client actions. I don't care so much for the password encryption anymore as I have a better workaround that will actually allow us access to the password >.>

Still looking for anyone who wishes to be a part of this project or just plain help out. My MSN is if anyone wants to talk about it or something x.x If this is getting annoying then just lock the thread and I won't bother posting again. I was hoping to release this as I developed it for the community provided I get a slight amount of help.
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Old 04/10/2007, 20:58   #4
 
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Hi,

Thank you for contributing to the community.
Just wonder what kind of help you looking for.

I could try to see any Level 2 or 3 interested.

DM
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Old 04/10/2007, 21:49   #5
 
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Quote:
Originally posted by DM2000@Apr 10 2007, 15:58
Hi,

Thank you for contributing to the community.
Just wonder what kind of help you looking for.

I could try to see any Level 2 or 3 interested.

DM
Any. Some packet explanations, password encryption info (which I know is in level 2 because I did a thread search and saw stuff about bjx+level2 :P), or if people want to gather packet info. Pretty much any way anyone wants to help out. There are plenty of ways. No one seems to want to though yet I recall before everyone was so interested in things regarding private servers ;/
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Old 04/10/2007, 22:17   #6
 
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Hi,

Just wonder you visited the following:



DM
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Old 04/10/2007, 22:20   #7
 
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I'll test bugs since I don't know **** about coding and stuff >< but I'm good at testing bugs because I like playing games and I always find them. Also, you should say why your private server will be better and more fun than regular conquer. If I can get it to work, I will defieantly join. *bookmarks topic*
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Old 04/10/2007, 22:58   #8
 
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Quote:
Originally posted by DM2000+Apr 10 2007, 17:17--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (DM2000 @ Apr 10 2007, 17:17)</td></tr><tr><td id='QUOTE'> Hi,

Just wonder you visited the following:



DM [/b]

Already read all of that. None of it contains any info on the password hashes unless it's some embedded hidden **** xD

<hr>Append on Apr 10 2007, 23:01<hr><!--QuoteBegin--hugezeldafan94
@Apr 10 2007, 17:20
I'll test bugs since I don't know **** about coding and stuff >< but I'm good at testing bugs because I like playing games and I always find them. Also, you should say why your private server will be better and more fun than regular conquer. If I can get it to work, I will defieantly join. *bookmarks topic* [/quote]
Not really asking people to play so I don't feel the need to say "my server will be better than your server!" Just expressing the need for a little bit of help hoping someone will come along and give some. In time it may be better than TQ's servers, but for a while it will just be for dev. When the basic aspects of the game are coded and bugfree (pvp, items, monsters) then it will open up but for now it's in "whatever" mode. XD
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Old 04/11/2007, 09:49   #9
 
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ololo. Been working on thread work for a bit. Finally finished up. Took me a minute of packeteering to own up a login sequence.

Now to start coding game elements. Wewt. Quite exciting for me because this is where I excel at. ^^ The framework is all done and supports multiple servers online at once running off separate threads. All that's left is basic functions, some mob processes, and events like guild wars and such and it'd be pretty much complete
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Old 04/11/2007, 17:10   #10
 
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cool, so you're getting there
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Old 04/11/2007, 18:00   #11
 
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i wish i could help u but i dont have too much experience of coding. im on my way there tho
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Old 09/26/2008, 22:28   #12
 
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Quote:
Originally Posted by © Haydz View Post
Seeming as i cant catch you on msn atm... hows this project doing? :P im curious

sorry for teh bump
I think Zero started playing WoW/went to college, I think he gave up on this project a long time ago D:
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