I see where you're getting at Impulse but that's not the problem. I've been busy coding the beginner's quest on my server (which is really complicated actually lol), but when I wake up tomorrow I'll take a deep look at this. It must be something we're deleting. Afk. Night all- good luck!
if (Game.World.H_Chars.ContainsKey(GC.MyChar.EntityID)) { Game.Character Old = (Game.Character)Game.World.H_Chars[GC.MyChar.EntityID]; Old.MyClient.Disconnect(); if (Game.World.H_Chars.ContainsKey(GC.MyChar.EntityID)) Game.World.H_Chars.Remove(GC.MyChar.EntityID);
Both of you are wrong.
You still get the same error.
Hold on, I'll look into it too.
#EDIT: There's a problem with the original code, but not as you described it.
The Problem:
The server sees that once the 2nd client tries to connect that both the 1st and 2nd Client disconnect; however, the 2nd Client is still logged on. As a result, the server starts not saving the character. That's the error that we're facing.
The first login is normal- the 1st Client.
The disconnect is normal- the 1st Client Disconnecting for the 2nd Client.
The 2nd Login is normal - the 2nd Client Logging in. The 2nd disconnect is the problem.
Both of you are wrong.
You still get the same error.
Hold on, I'll look into it too.
#EDIT: There's a problem with the original code, but not as you described it.
The Problem:
The server sees that once the 2nd client tries to connect that both the 1st and 2nd Client disconnect; however, the 2nd Client is still logged on. As a result, the server starts not saving the character. That's the error that we're facing.
The first login is normal- the 1st Client.
The disconnect is normal- the 1st Client Disconnecting for the 2nd Client.
The 2nd Login is normal - the 2nd Client Logging in. The 2nd disconnect is the problem.
Get it? =\
LOL. It works perfectly fine for me because I have switched to MySQL.
if (Game.World.H_Chars.ContainsKey(GC.MyChar.EntityID))
{
Game.Character Old = (Game.Character)Game.World.H_Chars[GC.MyChar.EntityID];
Old.MyClient.Disconnect();
if (Game.World.H_Chars.ContainsKey(GC.MyChar.EntityID))
Game.World.H_Chars.Remove(GC.MyChar.EntityID);
Okay, made some tests and this is the perfect script. Works nice.
Lol?
Copy machine.
Ah my bad actually no, you are not a copy machine... You was close...though.
Using your code you can't be seen by others.
FYI, that was not my code... it came from the original one.. i only added some code which i believe are missing. I haven't tried it... if it wont work...then dont use it! SimplE!
FYI, that was not my code... it came from the original one.. i only added some code which i believe are missing. I haven't tried it... if it wont work...then dont use it! SimplE!
There's no need to get emotional about it.
You tried at least.
try this code.. i tested it, and it worked fine! It look similar with the first one, but i added one single code(in color blue) to fix the bug. It will disconnect the first loggedIn client and let the later one get in.
But then lets say someone was hacking your account they could get stright in I prefer it so they don't get to login 2x erm I would do lets say 1 character logged someone else trys to login BUT FROM A DIFF IP and it will alert the character that is trying to be logged saying something like "Somebody is trying to login to your account from the IP: x.***.***.xx if you do not know them please change your password before logging out, and alert the ServerCo staff otherwise the person could comprimise your account"
I figured it out.
Works over and over again.
As it shows in the picture, I logged in over the 1st client with the 2nd Client... then logged in AGAIN over the 2nd client with the 1st client. It works 100% of the time, over and over again.
All mobs and NPCs spawn correctly too!
The character saves correctly on transfer.
You're welcome. Lol
Don't forget to hit
!
Here's the solution: #Removed: Response to the community and how it thinks I don't help.
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