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Fix for multiple logging in at one time
Discussion on Fix for multiple logging in at one time within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
04/09/2010, 02:58
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#46
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Join Date: May 2006
Posts: 127
Received Thanks: 91
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Quote:
Originally Posted by Paralyzer[GM]
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.xxx.xxx.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"
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then add some codes for that... i would suggest u to use New Dawn algo (have some delay before the disconnection of the first client)... put your notice message somewhere in here:
Code:
new Thread(new ThreadStart(
delegate()
{
[COLOR="Red"] GC.AddSend(Packets.PopUpMessage(GC.MessageID, "This account has been loggedIn from different machine! you are advice to change you password immediately!")); [/COLOR]
Thread.Sleep(200);
Old.MyClient.Disconnect();
Game.World.H_Chars.Remove(Old.EntityID);
Thread.Sleep(200);
}
)).Start();
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04/09/2010, 03:13
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#47
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Join Date: Feb 2010
Posts: 378
Received Thanks: 86
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Quote:
Originally Posted by kamote
then add some codes for that... i would suggest u to use New Dawn algo... put your notice message somewhere in here:
Code:
new Thread(new ThreadStart(
delegate()
{
[COLOR="Red"] GC.AddSend(Packets.PopUpMessage(GC.MessageID, "This account has been loggedIn from different machine! you are advice to change you password immediately!")); [/COLOR]
Thread.Sleep(200);
Old.MyClient.Disconnect();
Game.World.H_Chars.Remove(Old.EntityID);
Thread.Sleep(200);
}
)).Start();
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Don't change the thread's parameters!
Keep the Thread as is.
Plus, that pop up message won't work.
It should look like this ... which I'll implement into my code so there is no confusion.
Code:
delegate()
{
Thread.Sleep(200);
Game.World.H_Chars.Remove(Old.EntityID);
Thread.Sleep(200);
GC.LocalMessage(2000, "This account has been logged in from different client! You are advised to change you password immediately!");
}
Thanks =]
+k for the idea!
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04/09/2010, 08:21
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#48
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Join Date: Oct 2009
Posts: 768
Received Thanks: 550
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Quote:
Originally Posted by -NewDawn-
Code:
delegate()
{
GC.AddSend(Packets.PopUpMessage(GC.MessageID, "This account has been loggedIn from different machine! you are advice to change you password immediately!"));
[B][COLOR="Red"]GC.EndSend();[/COLOR][/B]
Thread.Sleep(200);
Game.World.H_Chars.Remove(Old.EntityID);
Thread.Sleep(200);}
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...now the message will be seen.
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04/09/2010, 08:50
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#49
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Join Date: Feb 2010
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Quote:
Originally Posted by -impulse-
...now the message will be seen.
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That still won't work. I'm not even sure what the pop up message command does. Can someone send me a screenshot? I think the method in use right now is correct.
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04/09/2010, 09:22
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#50
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Join Date: Oct 2009
Posts: 768
Received Thanks: 550
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Quote:
Originally Posted by -NewDawn-
That still won't work. I'm not even sure what the pop up message command does. Can someone send me a screenshot? I think the method in use right now is correct.
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If PopUpMessage wouldn't work then you wouldn't be able to connect on your serve.
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04/09/2010, 23:29
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#51
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Join Date: Sep 2008
Posts: 178
Received Thanks: 62
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I can log 2 times with the same acc :S. Just login very fast the both.
Can anyone post the fix one ... -.-
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04/10/2010, 02:43
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#52
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Join Date: May 2008
Posts: 12
Received Thanks: 0
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Quote:
Originally Posted by kamote
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.
Code:
if (Game.World.H_Chars.Contains(GC.MyChar.EntityID))
{
Game.Character Old = (Game.Character)Game.World.H_Chars[GC.MyChar.EntityID];
Old.MyClient.Disconnect();
[COLOR="Blue"] Game.World.H_Chars.Remove(Old.EntityID);[/COLOR]
if (!Game.World.H_Chars.Contains(GC.MyChar.EntityID))
Game.World.H_Chars.Add(GC.MyChar.EntityID, GC.MyChar);
GC.MyChar = Database.LoadCharacter(GC.AuthInfo.Character, ref Acc);
GC.MyChar.MyClient = GC;
GC.AddSend(Packets.SystemMessage(GC.MessageID, "ANSWER_OK"));
GC.AddSend(Packets.CharacterInfo(GC.MyChar));
GC.AddSend(Packets.Status(GC.MyChar.EntityID, Game.Status.VIPLevel, GC.MyChar.VipLevel));
GC.AddSend(Packets.Time());
GC.AddSend(Packets.Donators(GC.MyChar));
GC.AddSend(Packets.Packet1012(GC.MyChar.EntityID));
GC.AddSend(Packets.Status(GC.MyChar.EntityID, Game.Status.Effect, 0));
}
else
{
[COLOR="#ff0000"]Game.World.H_Chars.Add(GC.MyChar.EntityID, GC.MyChar);[/COLOR]
GC.AddSend(Packets.SystemMessage(GC.MessageID, "ANSWER_OK"));
GC.AddSend(Packets.CharacterInfo(GC.MyChar));
GC.AddSend(Packets.Status(GC.MyChar.EntityID, Game.Status.VIPLevel, GC.MyChar.VipLevel));
GC.AddSend(Packets.Time());
GC.AddSend(Packets.Donators(GC.MyChar));
GC.AddSend(Packets.Packet1012(GC.MyChar.EntityID));
GC.AddSend(Packets.Status(GC.MyChar.EntityID, Game.Status.Effect, 0));
}
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this works fine with me
but still have erorr in consul
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04/10/2010, 11:08
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#53
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Join Date: Feb 2010
Posts: 378
Received Thanks: 86
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If you want help from me, MSN me.
I'm not posting any more releases.
#request close
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04/10/2010, 13:12
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#54
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elite*gold: 20
Join Date: Mar 2006
Posts: 6,126
Received Thanks: 2,518
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Quote:
Originally Posted by -NewDawn-
If you want help from me, MSN me.
I'm not posting any more releases.
#request close
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Its not your thread, so you cant request that it be closed.
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03/18/2011, 21:15
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#55
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Join Date: Apr 2009
Posts: 82
Received Thanks: 5
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Lol all these codes are rubbish. Non of them work... The character laods before the npcs.
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03/18/2011, 21:19
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#56
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Join Date: Jun 2005
Posts: 692
Received Thanks: 353
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Quote:
Originally Posted by snow118
Lol all these codes are rubbish. Non of them work... The character laods before the npcs.
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That's what you get for bumping a nearly year-old thread.
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03/19/2011, 03:33
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#57
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Join Date: Apr 2009
Posts: 82
Received Thanks: 5
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nTL3fTy when it comes to 5165.. Im far more advanced than impulse or Arco... I will even release the code they couldnt...
PHP Code:
GC.MyChar.AccountName = Acc;
if (!Game.World.H_Chars.Contains(GC.MyChar.EntityID))
{
Game.Character Old = (Game.Character)Game.World.H_Chars[GC.MyChar.EntityID];
GC.AddSend(Packets.SystemMessage(GC.MessageID, "ANSWER_OK"));
GC.AddSend(Packets.CharacterInfo(GC.MyChar));
GC.AddSend(Packets.Status(GC.MyChar.EntityID, Game.Status.VIPLevel, GC.MyChar.VipLevel));
GC.AddSend(Packets.Time());
GC.AddSend(Packets.Donators(GC.MyChar));
GC.AddSend(Packets.Packet1012(GC.MyChar.EntityID));
GC.AddSend(Packets.Status(GC.MyChar.EntityID, Game.Status.Effect, 0));
}
else
{
Game.Character Old = (Game.Character)Game.World.H_Chars[GC.MyChar.EntityID];
Old.MyClient.Disconnect();
GC.AddSend(Packets.SystemMessage(GC.MessageID, "ANSWER_OK"));
GC.AddSend(Packets.CharacterInfo(GC.MyChar));
GC.AddSend(Packets.Status(GC.MyChar.EntityID, Game.Status.VIPLevel, GC.MyChar.VipLevel));
GC.AddSend(Packets.Time());
GC.AddSend(Packets.Donators(GC.MyChar));
GC.AddSend(Packets.Packet1012(GC.MyChar.EntityID));
GC.AddSend(Packets.Status(GC.MyChar.EntityID, Game.Status.Effect, 0));
}
Program.WriteLine(GC.MyChar.Name + " has logged on.");
}
GC.EndSend();
This will make the old client disconnect, stoppin rollbacks and cheats... The new client will login and will load after NPCS... so you dont have to jump on an offscreen. First time this has been released, so i hope you guys like it. Click thanks.
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03/19/2011, 12:12
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#58
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elite*gold: 28
Join Date: Jun 2010
Posts: 2,225
Received Thanks: 868
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Quote:
Originally Posted by snow118
nTL3fTy when it comes to 5165.. Im far more advanced than impulse or Arco... I will even release the code they couldnt...
PHP Code:
GC.MyChar.AccountName = Acc; if (!Game.World.H_Chars.Contains(GC.MyChar.EntityID)) { Game.Character Old = (Game.Character)Game.World.H_Chars[GC.MyChar.EntityID]; GC.AddSend(Packets.SystemMessage(GC.MessageID, "ANSWER_OK")); GC.AddSend(Packets.CharacterInfo(GC.MyChar)); GC.AddSend(Packets.Status(GC.MyChar.EntityID, Game.Status.VIPLevel, GC.MyChar.VipLevel)); GC.AddSend(Packets.Time()); GC.AddSend(Packets.Donators(GC.MyChar)); GC.AddSend(Packets.Packet1012(GC.MyChar.EntityID)); GC.AddSend(Packets.Status(GC.MyChar.EntityID, Game.Status.Effect, 0)); } else { Game.Character Old = (Game.Character)Game.World.H_Chars[GC.MyChar.EntityID]; Old.MyClient.Disconnect(); GC.AddSend(Packets.SystemMessage(GC.MessageID, "ANSWER_OK")); GC.AddSend(Packets.CharacterInfo(GC.MyChar)); GC.AddSend(Packets.Status(GC.MyChar.EntityID, Game.Status.VIPLevel, GC.MyChar.VipLevel)); GC.AddSend(Packets.Time()); GC.AddSend(Packets.Donators(GC.MyChar)); GC.AddSend(Packets.Packet1012(GC.MyChar.EntityID)); GC.AddSend(Packets.Status(GC.MyChar.EntityID, Game.Status.Effect, 0)); } Program.WriteLine(GC.MyChar.Name + " has logged on."); } GC.EndSend();
This will make the old client disconnect, stoppin rollbacks and cheats... The new client will login and will load after NPCS... so you dont have to jump on an offscreen. First time this has been released, so i hope you guys like it. Click thanks.
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Oh really? They could've made that with their eyes shut.
Least they dont use php tags around there code...
Now seriously, Stop being so arrogant.
--
First post for 2 months
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03/19/2011, 12:24
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#59
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elite*gold: 0
Join Date: Nov 2010
Posts: 1,162
Received Thanks: 370
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Quote:
Originally Posted by snow118
nTL3fTy when it comes to 5165.. Im far more advanced than impulse or Arco... I will even release the code they couldnt...
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You're retarted. Do you really think you're better than Impulse and Arco?
I think my shoes are falling off.
#Edit
This is how pro you are.

I believe you failed hard, when you said you were better.
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03/19/2011, 13:21
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#60
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elite*gold: 0
Join Date: Mar 2011
Posts: 165
Received Thanks: 17
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He can't Make Simple NPCs, and he's FAR MORE ADVANCED *****!!!!!!!!!!!!!!!!!!!!!!!!
I laughed my *** off when John Showed me what he said rofl.
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