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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.
04/06/2010, 23:48
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#16
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in the console it still disconnects ya...
isnt there a way to make the client say:
u are already logged in( Dont try using this bug, u will get banned) ore something like it..?
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04/07/2010, 00:33
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#17
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Quote:
Originally Posted by .Arco
Lol just had to show me up eh?
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Had to do it right lol.
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04/07/2010, 00:38
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#18
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Quote:
Originally Posted by -impulse-
and replace that with
Code:
if (!Game.World.H_Chars.Contains(GC.MyChar.EntityID))
{
Game.World.H_Chars.Add(GC.MyChar.EntityID, GC.MyChar);
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
{
try{
Game.Character chr = [COLOR="Red"](Game.Character)[/COLOR]Game.World.H_Chars[GC.MyChar.EntityID];
chr.MyClient.Disconnect();}catch{}
if
(Game.World.H_Chars.Contains(GC.MyChar.EntityID))
Game.World.H_Chars.Remove(GC.MyChar.EntityID);
Game.World.H_Chars.Add(GC.MyChar.EntityID, GC.MyChar);
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));
}
Done.
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there ya go
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04/07/2010, 01:38
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#19
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Quote:
Originally Posted by -impulse-
Had to do it right lol.
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ALEXBIGFOOT?
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04/07/2010, 01:41
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#20
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Join Date: Oct 2009
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Quote:
Originally Posted by PeTe Ninja
ALEXBIGFOOT?
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Yeah thats him.
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04/07/2010, 02:12
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#21
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Join Date: Feb 2010
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lol, that works too.
Credit to both of you.
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04/07/2010, 02:25
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#22
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OMG. I already see that code, and someone already release it. If you want to know i will give you the link for it. I think the last page of this thread.
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04/07/2010, 02:37
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#23
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Quote:
Originally Posted by salem rey
OMG. I already see that code, and someone already release it. If you want to know i will give you the link for it. I think the last page of this thread.

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That one doesn't work -.-
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04/07/2010, 05:09
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#24
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Quote:
Originally Posted by .Arco
That one doesn't work -.-
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Actually it works fine after tweaking 1 line. (:
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04/07/2010, 05:21
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#25
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Quote:
Originally Posted by Nullable
Actually it works fine after tweaking 1 line. (:
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Lol I noticed that, I decided to try it again and mess with it after I saw his post.
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04/07/2010, 07:50
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#26
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There's a problem:
If you use Impulse's code it makes all the NPCs not load in the area that the character is loaded. If you move and move back to the original spot it loads but it's still a problem.
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04/07/2010, 08:08
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#27
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Quote:
Originally Posted by -NewDawn-
There's a problem:
If you use Impulse's code it makes all the NPCs not load in the area that the character is loaded. If you move and move back to the original spot it loads but it's still a problem.
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Did you have that problem with mine?
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04/07/2010, 08:11
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#28
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Quote:
Originally Posted by .Arco
Did you have that problem with mine?
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Yeah. Both of them have that problem.
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04/07/2010, 09:01
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#29
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Quote:
Originally Posted by HardNotTo
there ya go
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Thank you. Anyway in my source I use an dictionary<uint, Game.Character> so I don't need to do casts.
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04/07/2010, 09:03
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#30
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Join Date: Oct 2009
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Quote:
Originally Posted by -NewDawn-
Yeah. Both of them have that problem.
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Meh' you gotta add World.Spawns(GC.MyChar, false) somewhere and it will work just fine.
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