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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.

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Old 04/06/2010, 23:48   #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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Old 04/07/2010, 00:33   #17
 
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Quote:
Originally Posted by .Arco View Post
Lol just had to show me up eh?
Had to do it right lol.
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Old 04/07/2010, 00:38   #18
 
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Quote:
Originally Posted by -impulse- View Post
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.
there ya go
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Old 04/07/2010, 01:38   #19
 
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Quote:
Originally Posted by -impulse- View Post
Had to do it right lol.
ALEXBIGFOOT?
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Old 04/07/2010, 01:41   #20
 
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Quote:
Originally Posted by PeTe Ninja View Post
ALEXBIGFOOT?
Yeah thats him.
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Old 04/07/2010, 02:12   #21
 
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lol, that works too.
Credit to both of you.
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Old 04/07/2010, 02:25   #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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Old 04/07/2010, 02:37   #23
 
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Quote:
Originally Posted by salem rey View Post
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.
That one doesn't work -.-
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Old 04/07/2010, 05:09   #24
 
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Quote:
Originally Posted by .Arco View Post
That one doesn't work -.-
Actually it works fine after tweaking 1 line. (:
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Old 04/07/2010, 05:21   #25
 
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Quote:
Originally Posted by Nullable View Post
Actually it works fine after tweaking 1 line. (:
Lol I noticed that, I decided to try it again and mess with it after I saw his post.
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Old 04/07/2010, 07:50   #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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Old 04/07/2010, 08:08   #27
 
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Quote:
Originally Posted by -NewDawn- View Post
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.
Did you have that problem with mine?
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Old 04/07/2010, 08:11   #28
 
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Quote:
Originally Posted by .Arco View Post
Did you have that problem with mine?
Yeah. Both of them have that problem.
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Old 04/07/2010, 09:01   #29
 
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Quote:
Originally Posted by HardNotTo View Post
there ya go
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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Old 04/07/2010, 09:03   #30
 
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Quote:
Originally Posted by -NewDawn- View Post
Yeah. Both of them have that problem.
Meh' you gotta add World.Spawns(GC.MyChar, false) somewhere and it will work just fine.
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