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[OPEN SOURCE PROJECT] NosOpen

Discussion on [OPEN SOURCE PROJECT] NosOpen within the Nostale forum part of the MMORPGs category.

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Old 03/24/2017, 18:24   #1456
 
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Old 03/28/2017, 10:49   #1457


 
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Just a Suggestion (my own oppinion):
ON has/had (idrk) some Problems with RAM-Usage (in the past), you're using alot of strings in your Project Source. Replacing them using char[] could take down the usage alot. (c# char[] Overhead = 128bit | string Overhead = 452 bit)
Also you should take another look @ your pathfinding method and use the garbrage collector manually, otherwise the searched path variables (== ram usage) will constantly raise for any mob over time.
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Old 04/02/2017, 14:59   #1458
 
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Best crash ever
Code:
Eccezione non gestita: System.InvalidOperationException: Data cannot be sent because the connection is in the disconnected state. Call start before sending any data.
   at Microsoft.AspNet.SignalR.Client.Connection.Send(String data)
   at Microsoft.AspNet.SignalR.Client.Hubs.HubProxy.Invoke[TResult,TProgress](String method, Action`1 onProgress, Object[] args)
   at Microsoft.AspNet.SignalR.Client.Hubs.HubProxy.Invoke(String method, Object[] args)
   at OpenNos.GameObject.ClientSession.Destroy() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\ClientSession.cs:line 230
   at OpenNos.GameObject.SessionManager.RemoveSession(INetworkClient client) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\SessionManager.cs:line 68
   at OpenNos.GameObject.NetworkManager`1.OnServerClientDisconnected(Object sender, ServerClientEventArgs e) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\NetworkManager.cs:line 130
   at OpenNos.Core.Networking.Communication.Scs.Server.ScsServerBase.OnClientDisconnected(IScsServerClient client) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Server\ScsServerBase.cs:line 133
   at OpenNos.Core.Networking.Communication.Scs.Server.ScsServerBase.Client_Disconnected(Object sender, EventArgs e) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Server\ScsServerBase.cs:line 146
   at OpenNos.Core.Networking.Communication.Scs.Server.ScsServerClient.OnDisconnected() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Server\ScsServerClient.cs:line 214
   at OpenNos.Core.Networking.Communication.Scs.Server.ScsServerClient.CommunicationChannel_Disconnected(Object sender, EventArgs e) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Server\ScsServerClient.cs:line 176
   at OpenNos.Core.Networking.Communication.Scs.Communication.Channels.CommunicationChannelBase.OnDisconnected() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Communication\Channels\CommunicationChannelBase.cs:line 131
   at OpenNos.Core.Networking.Communication.Scs.Communication.Channels.Tcp.TcpCommunicationChannel.Disconnect() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Communication\Channels\Tcp\TcpCommunicationChannel.cs:line 170
   at OpenNos.Core.Networking.Communication.Scs.Server.ScsServerClient.Disconnect() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Core\Networking\Communication\Scs\Server\ScsServerClient.cs:line 148
   at OpenNos.GameObject.ClientSession.Disconnect() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\ClientSession.cs:line 251
   at OpenNos.Handler.BasicPacketHandler.Walk(WalkPacket walkPacket) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.Handler\BasicPacketHandler.cs:line 1901
   at lambda_method(Closure , Object , Object )
   at OpenNos.GameObject.ClientSession.TriggerHandler(String packetHeader, String packet, Boolean force) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\ClientSession.cs:line 597
   at OpenNos.GameObject.ClientSession.HandlePackets() in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\ClientSession.cs:line 526
   at OpenNos.GameObject.ClientSession.<.ctor>b__12_0(Int64 x) in C:\Users\SystemX64\Documents\Visual Studio 2015\Projects\OpenNos-master\OpenNos.GameObject\Networking\ClientSession.cs:line 77
   at System.Reactive.AnonymousSafeObserver`1.OnNext(T value)
   at System.Reactive.Linq.ObservableImpl.Timer.TimerImpl.Tick(Int64 count)
   at System.Reactive.Concurrency.DefaultScheduler.<>c__DisplayClass7_0`1.<SchedulePeriodic>b__1()
   at System.Reactive.Concurrency.AsyncLock.Wait(Action action)
   at System.Reactive.Concurrency.DefaultScheduler.<>c__DisplayClass7_0`1.<SchedulePeriodic>b__0()
   at System.Reactive.Concurrency.DefaultConcurrencyAbstractionLayer.PeriodicTimer.Tick(Object state)
   at System.Threading.TimerQueueTimer.CallCallbackInContext(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.TimerQueueTimer.CallCallback()
   at System.Threading.TimerQueueTimer.Fire()
   at System.Threading.TimerQueue.FireQueuedTimerCompletion(Object state)
   at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
   at System.Threading.ThreadPoolWorkQueue.Dispatch()
   at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()
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Old 04/03/2017, 16:14   #1459
 
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Well, if you're so dumb and Shut down the SCS while the Server is running... You need to ensure proper connection, since it wasn't built for cross Machine Hosting(but the fix is like 6 lines of Code in OpenNos.WebApi.Reference. That's also the "unfixable" bug NosMagic encountered. PS: The bazaar Dupe bug was caused by a wrong data saving, most likely their cause, since we don't encounter it at all(and I know how to reproduce it).
Welp. Still funny how Crados begged for Source and closed a week after I told him to gtfo

Btw @
Pathfinding has been completely rewritten, which fixed various bugs, and cut down RAM Usage from about 3.5G with 250+ Users to less than 2.5G. Strings got also removed in most of the Packet Stuff, as we completely merged to the PacketFactory which will, in the near future, take care of Packets and their Encryption properly (Correct Type-Based Server->Client Crypto instead of handling the whole packet as one string). This change also halves the Traffic and reduces !Client!-Cpu Usage massively.
After the Timespace System is mostly done, the next goal is Raids, which are basically just slightly modified Timespaces.
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Old 04/03/2017, 17:03   #1460
 
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Quote:
Originally Posted by [ON]Ciapa View Post
Well, if you're so dumb and Shut down the SCS while the Server is running... You need to ensure proper connection, since it wasn't built for cross Machine Hosting(but the fix is like 6 lines of Code in OpenNos.WebApi.Reference. That's also the "unfixable" bug NosMagic encountered. PS: The bazaar Dupe bug was caused by a wrong data saving, most likely their cause, since we don't encounter it at all(and I know how to reproduce it).
Welp. Still funny how Crados begged for Source and closed a week after I told him to gtfo

Btw @
Pathfinding has been completely rewritten, which fixed various bugs, and cut down RAM Usage from about 3.5G with 250+ Users to less than 2.5G. Strings got also removed in most of the Packet Stuff, as we completely merged to the PacketFactory which will, in the near future, take care of Packets and their Encryption properly (Correct Type-Based Server->Client Crypto instead of handling the whole packet as one string). This change also halves the Traffic and reduces !Client!-Cpu Usage massively.
After the Timespace System is mostly done, the next goal is Raids, which are basically just slightly modified Timespaces.
Very good, i'm so interested for the new update, when will it be available?
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Old 04/03/2017, 17:33   #1461
 
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Well, we plan on completely finishing the Raid System, then Snapshotting the latest stable build, continue to expand some features and then release the Snapshot after ~2 weeks, depending on how our shedule allows it, since we're all going on holidays soon.
But in general, we don't give any ETA. It comes when it's done and tested on our Servers to run properly.
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Old 04/03/2017, 18:44   #1462
 
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Quote:
Originally Posted by [ON]Ciapa View Post
Well, we plan on completely finishing the Raid System, then Snapshotting the latest stable build, continue to expand some features and then release the Snapshot after ~2 weeks, depending on how our shedule allows it, since we're all going on holidays soon.
But in general, we don't give any ETA. It comes when it's done and tested on our Servers to run properly.
Perfect
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Old 04/04/2017, 13:35   #1463
 
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Well, as I said, the Crash is caused when SCS and World lose connection. But you seem to be too mentally retarded to understand it. But hey, it's ElitePVPers, what should I expect.
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Old 04/04/2017, 17:42   #1464
 
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Quote:
Originally Posted by xSensitivex View Post
You know that it isnt the reason as you say? are you to stupid to get the Problem in your own Code? C'mon pls left this World.
xSensitivex? more like xInSensitivex
You are insulting someone and telling him to leave the world? what psycho are you?
look at OpenNos, this is so far the MOST Progressed ServerFile that is on epvp, look at the Official Test server, TimeSpace, Instant Combat , and some Pet functions, like , wtf so ungrateful and insulting af. Before you insult and do this **** what you do, please achieve something on your own , it feels already as it is inbetween of 1.0.6 to 1.0.8
Please get your facts straight and get lost here.
Just jealous because the OpenNos Team can achieve this and you not lol
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Old 04/04/2017, 17:47   #1465


 
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Quote:
Originally Posted by Marvin341 View Post
xSensitivex? more like xInSensitivex
You are insulting someone and telling him to leave the world? what psycho are you?
look at OpenNos, this is so far the MOST Progressed ServerFile that is on epvp, look at the Official Test server, TimeSpace, Instant Combat , and some Pet functions, like , wtf so ungrateful and insulting af. Before you insult and do this **** what you do, please achieve something on your own , it feels already as it is inbetween of 1.0.6 to 1.0.8
Please get your facts straight and get lost here.
Just jealous because the OpenNos Team can achieve this and you not lol
Even the nostayle source had pet basics implemented, a lot of time ago.
Same for the TimeSpace Basics.
Instant Battle is done in less than 5 hours. Basar is buggy, the server is basicly instable & chiapas work is, without attacking him personally, not really professional.
To sum up: At least ye they've the most progressed files, but without optimizing his work, its not usable in a productive way.

Gesendet von meinem SM-G935F mit Tapatalk
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Old 04/04/2017, 18:18   #1466
 
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Quote:
Originally Posted by Marvin341 View Post
Just jealous because the OpenNos Team can achieve this and you not lol
You have to say "Thank you xSensitivex and SystemX64™ for Act 4"
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Old 04/04/2017, 19:15   #1467
 
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Quote:
Originally Posted by xSensitivex View Post
If you mean that it is ok that you show off with work that is full bullshit then do it. But you think more "Functions, Functions is all we need who cares Performance we just need more Ram!"
Now go back to Ciapa and Play with him Barbie Thanks x3

Its more funny that 99% of OpenNos Server has Server with min. 8GB-16GB Ram and its still have laggs and dont come now with "But its Free and OpenSource mimimimi "
Linux is too OpenSource and Free but its too not ****
Dazu muss man sagen das es viele Funktionen gibt in der Source die Total unnötig sind oder sich doppeln. Allein schon bei der Login abfrage diese Sinnlose abfrage ob man das Alte Cryptografie system nutzen will obwohl es das nicht mehr gibt.

Ich mein es ist eine OpenSource, aber eine zurzeit ziehmlich schlechte von der Performance her. Verstehe auch nicht wieso man den Server nicht mit einen Socket verbinden lassen hat , diese ist ressourcen sparender und erfordert keine while schleife und ist ausserdem Stabiler als TcpClient oder was auch immer.

Soll jetz kein Hate oder so sein , ich mein von FUnktionen her die NosTale betreffen ist die Source echt gut ( auch wenn stark verbuggt an ein oder anderer Stelle ) aber ich denke das die Performance wichtiger ist als Funktionen.

NosTayle basiert auch auf einen Socket server und die Source zieht kaum ressourcen ( ein i3er würde selbst mit 4GB bei 250 Spieler sehr flüssig laufen ).

Meine meinung -> wer sie nicht akzeptiert..

MfG
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Old 04/04/2017, 19:30   #1468

 
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Quote:
Originally Posted by Ortator View Post
Dazu muss man sagen das es viele Funktionen gibt in der Source die Total unnötig sind oder sich doppeln. Allein schon bei der Login abfrage diese Sinnlose abfrage ob man das Alte Cryptografie system nutzen will obwohl es das nicht mehr gibt.

Ich mein es ist eine OpenSource, aber eine zurzeit ziehmlich schlechte von der Performance her. Verstehe auch nicht wieso man den Server nicht mit einen Socket verbinden lassen hat , diese ist ressourcen sparender und erfordert keine while schleife und ist ausserdem Stabiler als TcpClient oder was auch immer.

Soll jetz kein Hate oder so sein , ich mein von FUnktionen her die NosTale betreffen ist die Source echt gut ( auch wenn stark verbuggt an ein oder anderer Stelle ) aber ich denke das die Performance wichtiger ist als Funktionen.

NosTayle basiert auch auf einen Socket server und die Source zieht kaum ressourcen ( ein i3er würde selbst mit 4GB bei 250 Spieler sehr flüssig laufen ).

Meine meinung -> wer sie nicht akzeptiert..

MfG
NosTale4DE war basierend auf NosTayle weil ich mich eh schon mit Mehdy gut verstanden habe und noch immer tue und der Server lief so weit ich mich recht erinnere mal auf ein Server mit 2GB Ram und er war flüssig bis auf das die Netzwerk Verbindung vom Root die kacke war und wenn du Opennos mit 2GB versuchst ja.. da darfst du mit dir alleine Spielen
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Old 04/04/2017, 19:38   #1469
 
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Quote:
Originally Posted by xSensitivex View Post
NosTale4DE war basierend auf NosTayle weil ich mich eh schon mit Mehdy gut verstanden habe und noch immer tue und der Server lief so weit ich mich recht erinnere mal auf ein Server mit 2GB Ram und er war flüssig bis auf das die Netzwerk Verbindung vom Root die kacke war und wenn du Opennos mit 2GB versuchst ja.. da darfst du mit dir alleine Spielen
Naja selbst ein i7 musste mit der OpenNos Source bei NosMagic schmoren bei +350 Spieler...
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Old 04/04/2017, 19:57   #1470
 
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Originally Posted by Marvin341 View Post
You are insulting someone and telling him to leave the world? what psycho are you?
Ciapa does it everyday to like 5-10 people on Discord server. He just changed to an aggressive insult-machine. He tells everybody to hang themselves, because they ask anything in his channels.
And this is not a good first impression for new people.
tl;dr Ciapa is being a ***** and it doesn't do well for OpenNos.
Or should I say ClosedNos, cuz updates are being released rarer (if at all), and it totally destory the "open-source" concept. (You can, for example, make an experimental branch, instead of testing 'unstable' code on private repo.)
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