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vsro files and emulators :/ New idea
Discussion on vsro files and emulators :/ New idea within the SRO Coding Corner forum part of the Silkroad Online category.
06/15/2013, 23:39
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#1
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vsro files and emulators :/ New idea
i have an idea and i want a programmers opinion about it ;; simple its to use vsro files more useful than past  by adding a packet filter on the server lan card to be able to add more features that it couldn't be added like new survival arena , new upgrade system , .... etc !!! you can say that I'm newbie in these things but can anyone tell me is my idea can be true !!! ? simply can we mix between emu and vsro files ??? stability and full control ????
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06/16/2013, 01:15
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#2
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its possible to send some extra packets between the client & server but what do you them? The client must understand the packets and so on.
so just sending extra packets isnt the solution
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06/16/2013, 01:18
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#3
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i know i must get a newer version of client
any other ideas ???
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06/16/2013, 02:27
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#4
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Quote:
Originally Posted by kondos
i have an idea and i want a programmers opinion about it ;; simple its to use vsro files more useful than past  by adding a packet filter on the server lan card to be able to add more features that it couldn't be added like new survival arena , new upgrade system , .... etc !!! you can say that I'm newbie in these things but can anyone tell me is my idea can be true !!! ? simply can we mix between emu and vsro files ??? stability and full control ????
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I think i inderstand what you mean and i am one of not many peoples who can give you nice answer. So you want to make emulator as a proxy to emulate things which not work in server but they works in client. By making that proxy you will be able to update client to any other version and just handle some functions by emu and some by vsro(include packets adaptation before they goes to server).
The Answer is YES, it is possible in theory. In practice it will cost really much time.
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06/16/2013, 12:41
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#5
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Quote:
Originally Posted by paxemuman
I think i inderstand what you mean and i am one of not many peoples who can give you nice answer. So you want to make emulator as a proxy to emulate things which not work in server but they works in client. By making that proxy you will be able to update client to any other version and just handle some functions by emu and some by vsro(include packets adaptation before they goes to server).
The Answer is YES, it is possible in theory. In practice it will cost really much time.
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Exactly that's what i want  I'm still newbie in network programming but I'll work hard to make my first releases
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06/16/2013, 18:49
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#6
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The packet opcodes and structures from other operation types ('locales') of SRO are usually to different for this to be worth it. If you want to update a certain operation type (in this case vSRO) to another one (e.g. kSRO or iSRO), you'd probably be better off writing a complete emulator for it instead of a proxy. A proxy would also work, like pax said, but it would almost take as long as writing your own emulator, it would be difficult to manage packets that have more data in the new operation type than in the old one, it would be much slower, you wouldn't be able to manage new features with SMC, etc.
I personally would try making my own emulator from scratch for the new operation type, possibly using some data from the old one where it's possible.
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06/18/2013, 17:39
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#7
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Quote:
Originally Posted by paxemuman
I think i inderstand what you mean and i am one of not many peoples who can give you nice answer. So you want to make emulator as a proxy to emulate things which not work in server but they works in client. By making that proxy you will be able to update client to any other version and just handle some functions by emu and some by vsro(include packets adaptation before they goes to server).
The Answer is YES, it is possible in theory. In practice it will cost really much time.
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i have already done this..
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06/19/2013, 07:17
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#8
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Quote:
Originally Posted by detCode
i have already done this..
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and i have walked on the moon.
words mean nothing. sorry.
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06/19/2013, 11:15
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#9
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you are discussing proxy server files right ? adding new opcodes, filter datas, opcodes, adding new futures
i have already done this, 500+ players working fine with free lag, with opcode filter for exploits
and i think adding new opcode is useless. because proxy functions different is real files, so combine is very hard.
another one, example isro, you can re-design isro packets,datas for vsro server files. but new functions will be useless..
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06/19/2013, 11:21
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#10
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Quote:
Originally Posted by detCode
i have already done this, 500+ working fine with free lag, with opcode filter for exploits
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lolwut.
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06/19/2013, 16:23
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#11
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Quote:
Originally Posted by lesderid
lolwut.
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i wanted to say "500+ players without lag or delay". i tested.
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06/19/2013, 22:11
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#12
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If you want an emulator that would be easy-to-modify to support different file versions, you should implement high abstraction levels in the way you are programming it.
In .NET ... I'll try to explain the idea  .
Let's say, you got Packet base class. You should consider the idea that anything can be modified, including, let's say, the way the packet encryption is implemented by just rewriting a single method in base class of packet.
What I'm trying to say is that writing an emulator would be a job for a team which has specific code style regulations, and BRAINS. Emulator code has to be easy-to-modify, understandable, and no skid sh?t.
Anyhow, it's pretty much time passed since I first throught about writing a decent emulator. And now, I think, if we get a good team this time we would have no chance to fail. The reason why all previously known projects failed (didnt get stable enough, finished, scaleable enough) is that there were no actual possibility to do that. Now, when we got vsro 188, vsro 193, br v027, twsro, jsro etc files it wouldn't be a actual problem to get packets.
What I'm offering is creation of an actual team that would consist only of experienced .NET/MSSQL (c# preffered) developers and people who would be able to provide the actual developers team structured data about packet structure, navmesh data format etc (ofc there are some sources out there, but well, it would be better if that would be researched by OUR team of packet analysers). As I said, the main thing about all this stuff is to make everything STRUCTURED, IARCHICAL, FAST, and SCALEABLE.
Basically what I'm offering here is creating such team of developers. If there is someone who actually CAN and WANT to make an decent emulator, feel free to add me at skype - viral.leet, so, we can discuss about stuff
It's by time to do this... If we wont, noone will. If noone will, SRO dies completely.
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06/20/2013, 00:47
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#13
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Quote:
Originally Posted by Chernobyl*
If you want an emulator that would be easy-to-modify to support different file versions, you should implement high abstraction levels in the way you are programming it.
In .NET ... I'll try to explain the idea  .
Let's say, you got Packet base class. You should consider the idea that anything can be modified, including, let's say, the way the packet encryption is implemented by just rewriting a single method in base class of packet.
What I'm trying to say is that writing an emulator would be a job for a team which has specific code style regulations, and BRAINS. Emulator code has to be easy-to-modify, understandable, and no skid sh?t.
Anyhow, it's pretty much time passed since I first throught about writing a decent emulator. And now, I think, if we get a good team this time we would have no chance to fail. The reason why all previously known projects failed (didnt get stable enough, finished, scaleable enough) is that there were no actual possibility to do that. Now, when we got vsro 188, vsro 193, br v027, twsro, jsro etc files it wouldn't be a actual problem to get packets.
What I'm offering is creation of an actual team that would consist only of experienced .NET/MSSQL (c# preffered) developers and people who would be able to provide the actual developers team structured data about packet structure, navmesh data format etc (ofc there are some sources out there, but well, it would be better if that would be researched by OUR team of packet analysers). As I said, the main thing about all this stuff is to make everything STRUCTURED, IARCHICAL, FAST, and SCALEABLE.
Basically what I'm offering here is creating such team of developers. If there is someone who actually CAN and WANT to make an decent emulator, feel free to add me at skype - viral.leet, so, we can discuss about stuff
It's by time to do this... If we wont, noone will. If noone will, SRO dies completely.
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Unreal task. I doubt you will gather that team because there are no peoples who will invest thousand hours of time without profits into emulator of old dead game.
Making my emulator to Courageous stage(engines, systems, tests) took me 6 years of work(every day). When you go deeper and deeper into game coding you realize that its extremally hard task. its so easy to scream "HEY LETS MAKE AN EMULATOR!"...
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06/20/2013, 00:54
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#14
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And now ask yourself a question, why is that game becoming dead ?
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06/20/2013, 01:10
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#15
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Quote:
Originally Posted by Chernobyl*
And now ask yourself a question, why is that game becoming dead ?
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So why ?
Not because of peoples... joymax ****** up this game long time ago + vsro relase finished the job. Concept of whole sro game makes it dead, joymax focused this game on grinding.
There are no public emulators just because of that+ sro client and packets system+ file system are completly ****** up that makes it hard to emulate.
Joymax tryed to optimize every single packet and they sacrificed speed of development, thats why simple updates took them years and they got crashes in game. They just crazy trying to fit values into smallest array even if it will make code ridiculously hard to read and develop. I bet they lost themself in it.
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