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[Release] Elite-CoEmu OpenSource Revesions

Discussion on [Release] Elite-CoEmu OpenSource Revesions within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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Old   #1
 
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[Release] Elite-CoEmu OpenSource Revesions

Ok here it is. This is just the binarys you can download the full source at


Latest Binary Files: rev[255]


Advanced Features:
Switchable Version 5095, 5165
GUI Interface not Console!
Threaded Packet Queuer
Threaded MySql Handler
Async Socket System

Source Statistics:
Number of code lines = 56,177
Number of code files = 212
Number of code-generated lines = 1,045
Number of user-entered blank lines = 1,629
Number of user-entered comments = 707

Revision Notes:
[60]
Added Magic Attack Skills
Added Optional Console Log Files
Added Optional Debug Log Files
Fixed Character / Mob Meshes

rev[66]
Added Guilds
Added TradePartners
Added Nobility
Added Terrain Npcs
Added GuildWars
Added Item Socketing
Added Item Composition
Added Item Lock / Unlock
Added Friends / Enemies

rev[71]
Sashes 3,6,9 100% Done.
All Weapon / Magic Skills Done except Ninja still tweaking those.
GuildWars Done.
Weather.
Day/Night.
Playing Sounds.
Vip Done.
HeavensBlessing Done.
Lucky Time Effects and Benefits Done. item upgrading, 2x hit and so on...
New and Old Style Npcs.
Attack System Done.

rev[82]
Hp, Mp, Defense(adds 5% more deffense for 20sec), and poison(unable to heal or use pot, no dmg) Weapons
Refect
New pmaps
WallJump Blocker
SpeedHack Detector
Fixed Trojan Hp Factors
QuestLogs
QuestLogger
Charcter Logs
Vending 90% done
Fixed Mob Special Item Drop and DropChance

rev[117]
Automatic GuildWar Timer & Thread
DisCity Quest
Automatic DisCity Timer & Thread
Automatic System Messages
Marriage
TopHalos
Auto Arrow Reload
Fix ExpBall Calculations Near Perfect upto level 118
Lots of new easy to use voids, int's, and bool's for checking, adding, removing stuff from characters.
LoadMaps from Database Table w/ NonPk Map & NonScrollable Map Settings
Support for Dynamic Maps for Map Duplicates and Houses *requires ClientSide File Update
Basic Structure for Pk Events *will make quides on how to make
Support for AutoInvite Messages *will make quides on how to make

rev[141]
Added 5165 Switch by config file
Fixed Mob/Item spawning, overlapping, droping
Added Partial Flower System
Updated Pmap System

rev[169]
Added MobSpawn, CharSpawn, CharInfo 5165 Packets
Fixed 5165 Walk & Jump Handlers

rev[175]
Fixed Mob movement
Updated Pmap.dll with extra voids and bools for checking map stuff

rev[212]
Updated Flower System - Now saves/updates flowers - Loads flowers on startup - Gets flowers on login - Deletes flowers on character delete

rev[220]
Added Cp Cards (1,000) & (10,000)
Able to cash in at cpadmin
Added seperate table for cp cards

rev[234]
Fixed mining
Added mining rates to config file

rev[248]
Perfected GuildWars
Added Flamelit Quest
Added Alot of Uncoded Npcs
Fixed Vending, just need to figure out the close shop icon, for now its with command
Perfected the KoBoards
Fixed a bunch of mob spawns, not all of them yet
Perfected Dynamic maps and houses. Now u can duplicated any and all maps unlimited times
And other minor bugs.

rev[255]
Updated Socket System to async Sockets
Coded alot more npcs
Added Login Recorder
Added Dynamic Portals for houses
Added Weather System, not finished completly but functional

------------------------------------------------------------------------------------------

To use the switch open ur world server config file and under "Version=" put either 5095 or 5165


Packet Queuer:
The packet queuer is designed to que all packets being send to the server. By doing so it will take each packet and process them in milliseconds in the order they are recieved. Also i have multithreaded this with 2 dedicated threads to processing packets because of the high volume of packets a server handles with a high player count. Another + about the queuer is that if at anytime a packet gets modified, misconstrued, or lost it will discard that packet and continue working. This will help prevent modified or misconstrued packets from being processed and potentially freezing the server or throwing unwanted exceptions!

Thread Manager:
The Thread Manager is designed to manage all vital "worker" threads that do most of the calculations and execution of stuff that needs to be repeated often. It has a built in Thread Checker to make sure all listed "worker" threads are running properly and the threads them selves have been writen to close if any kind of error or exception is throw and then the manager will detect that and restart the thread.

Database Additions
Automated Teleporting Npcs
List of Non Pk Maps
List of Non Scrollable Maps
Character Delete Log
Automated Messages
Teleporting Npcs
EventLogs





I will update this post with the new revisions as i release them.

Not everything is finished in the source yet but this is the basics.

Please help me test this server and find all bugs so i can improve it!!!!

WorldServer SS:


LoginServer SS:



t_dubble_uu is offline  
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Old 05/03/2010, 06:12   #2
 
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Goodluck on the project.
I don't have time for checking such things for the next weeks.


TheGuyWithTheCodes is offline  
Old 05/03/2010, 07:42   #3
 
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Quote:
Originally Posted by TheGuyWithTheCodes View Post
I don't have time for checking such things for the next weeks.
But you have time for useless posts?

@tommy
Good luck, if you need my help(which im sure you wont) you have my msn.
Arcо is offline  
Old 05/03/2010, 07:47   #4
 
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Originally Posted by .Arco View Post
But you have time for useless posts?

@tommy
Good luck, if you need my help(which im sure you wont) you have my msn.
i just said goodluck to him, sorry for that.


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Old 05/03/2010, 08:11   #5
 
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Quote:
Originally Posted by .Arco View Post
But you have time for useless posts?

@tommy
Good luck, if you need my help(which im sure you wont) you have my msn.
LOL i need as much help as i can get tbh.
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Old 05/03/2010, 09:06   #6
 
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I'm looking to get into a team project, count me in on the dev team if your up for it. I think the project needs to be more modular and plugin driven.
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Old 05/03/2010, 13:51   #7
 
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Why don't start code and stop decorating the GUI...
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Old 05/03/2010, 14:21   #8
 
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Npc scriting sucs original coemu npc coding beter
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Old 05/03/2010, 14:28   #9
 
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I may be blind or it may be your thread count, don't you think spawning 195 threads is just.. extreme?
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Old 05/03/2010, 15:24   #10
 
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Thanks but I have this problem

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Old 05/03/2010, 16:17   #11
 
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Quote:
Originally Posted by Nullable View Post
I may be blind or it may be your thread count, don't you think spawning 195 threads is just.. extreme?
Unless I misunderstand how he's doing things in his source, he's spawning all threads required for the server right at the start and then using a que system to allow access to them (so multiple threads to handle packet processing, a fairly large number of connections to handle players, etc)

So having 0 clients connected or 100 will still use aprox the same thread number...

Not sure if in the long run it's a better option or not but basically all your threads and resources are done right on server startup rather than as players connect.
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Old 05/03/2010, 16:49   #12
 
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Quote:
Originally Posted by Nullable View Post
I may be blind or it may be your thread count, don't you think spawning 195 threads is just.. extreme?
That number is whats left out of 200 threadpool workers which is set on server startup and can be raised or lowered. For each new character a single thread is spawned not a threadpool worker. Workers are mainy for checking stuff like char stam or posion, and mobs stuff.

Quote:
Originally Posted by sawickas View Post
Npc scriting sucs original coemu npc coding beter
LMAO ya ok... Im sure everyone loves to recompile each time they change something, well not me

Quote:
Why don't start code and stop decorating the GUI...
Lmao that gui took me 5 mins to edit like that from the old one. And as i stated b4 i need as much help as i can get on this project cause a 1 man team will take months to complete this.
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Old 05/03/2010, 16:57   #13
 
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Quote:
Originally Posted by t_dubble_uu View Post
That number is whats left out of 200 threadpool workers which is set on server startup and can be raised or lowered. For each new character a single thread is spawned not a threadpool worker. Workers are mainy for checking stuff like char stam or posion, and mobs stuff.
Totally misunderstood, 200 threads even if they're spawned at startup is just too much.
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Old 05/03/2010, 16:59   #14
 
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Quote:
Originally Posted by Nullable View Post
Totally misunderstood, 200 threads even if they're spawned at startup is just too much.
They arent spawned yet that is just the max number that can be spawned and it subtracts currently used threadpool workers from it and u get 195 so 5 threadpool workers are running.
t_dubble_uu is offline  
Old 05/03/2010, 17:00   #15
 
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Quote:
Originally Posted by t_dubble_uu View Post
They arent spawned yet that is just the max number that can be spawned and it subtracts currently used threadpool workers from it and u get 195 so 5 threadpool workers are running.
Oh, sorry about inconvinence, should learn to read


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« Comet, Open Source Server (5017) | [Release] My edited version of Redux »

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