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Real time gold updating
Discussion on Real time gold updating within the SRO Coding Corner forum part of the Silkroad Online category.
09/21/2015, 17:11
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#1
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elite*gold: 166
Join Date: Apr 2009
Posts: 2,341
Received Thanks: 2,661
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Real time gold updating
Hi,
I want to update huge amounts of gold in runtime, without teleporting.
Imagine a scroll that gives you a huge amount of gold like 100B. Upon usage your gold will be updated without teleporting.
Whenever your gold amount changes there is a gold update packet (0x304E) coming from the server. If you send that to client your gold will be updated. But there's a problem, for some reason, even though your gold amount changes at your inventory (and you update from db as well), when you try to spend it you get "not enough gold". And for example if you drop 1 gold, your gold amount is back to the original value (not db value, before the 0x304E change value)
So I think I can't deceive client because something must happen first before the 0x304E? No pick up, no quest reward, just 0x304E coming from nowhere.
Any ideas?
Edit: I just found out that the reason you can't spend it is actually the gameserver says no, because gameserver uses the value stored at it's memory. When I editted the value with CE, it actually worked. So somehow I need to update gameserver's memory, without teleporting the character...
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09/21/2015, 20:34
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#2
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elite*gold: 85
Join Date: Feb 2014
Posts: 1,056
Received Thanks: 1,644
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OOOOOR you TP the whole char without letting the client know.
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09/21/2015, 20:58
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#3
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elite*gold: 166
Join Date: Apr 2009
Posts: 2,341
Received Thanks: 2,661
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Quote:
Originally Posted by Royalblade*
OOOOOR you TP the whole char without letting the client know.
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This, theoretically came to my mind but I just gtfo to myself and thought I should take a break, lol
Now it made more sense when you actually said it
is there any way to tp the user to his exact location without /movetouser + /recalluser ?
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09/22/2015, 21:00
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#4
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dotCom
elite*gold: 9842
Join Date: Mar 2009
Posts: 16,870
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When you create a stored procedure, you can run *exe files.
Why you arn't creating one to update the gameserver for this user, so he can buy that item ?
You sayed that you are able to make it visible after the scroll is used, but gs sayes "no **** you"
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09/22/2015, 21:01
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#5
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elite*gold: 28
Join Date: Aug 2014
Posts: 4,096
Received Thanks: 2,653
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Quote:
Originally Posted by Devsome
When you create a stored procedure, you can run *exe files.
Why you arn't creating one to update the gameserver for this user, so he can buy that item ?
You sayed that you are able to make it visible after the scroll is used, but gs sayes "no **** you"
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Are you suggesting overwriting the gs memory?
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09/22/2015, 21:03
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#6
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dotCom
elite*gold: 9842
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Quote:
Originally Posted by Exo
Are you suggesting overwriting the gs memory?
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Yeah why not ?
He sayed that after he edited it in CE, it worked.
Orrrrr like Akasch sayed, teleport the user to the same location with a stored procedure.
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09/22/2015, 21:11
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#7
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elite*gold: 166
Join Date: Apr 2009
Posts: 2,341
Received Thanks: 2,661
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Quote:
Originally Posted by Devsome
Yeah why not ?
He sayed that after he edited it in CE, it worked.
Orrrrr like Akasch sayed, teleport the user to the same location with a stored procedure.
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I just found the gold amount in gs memory with few searches. If this was client, you could find the pointer and use it, but it's only for 1 character. I have no clue if you can find a specific character's gold amount in gs memory, on runtime... Doesn't seem very possible to me  Or even if it is, im too noob for that
So, overwriting gs memory would be best, but currently gonna stick on working to enable /wp for every user.
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09/22/2015, 21:15
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#8
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elite*gold: 28
Join Date: Aug 2014
Posts: 4,096
Received Thanks: 2,653
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^ but let's first find a way to get rid of this gay teleport image xD
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09/22/2015, 21:20
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#9
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elite*gold: 166
Join Date: Apr 2009
Posts: 2,341
Received Thanks: 2,661
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Quote:
Originally Posted by Exo
^ but let's first find a way to get rid of this gay teleport image xD
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overwrite gs memory = dont need to take care of anything else, also no client lag, 100% ez solution
just 1 problem: finding memory addresses from gs dynamically
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09/22/2015, 21:25
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#10
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dotCom
elite*gold: 9842
Join Date: Mar 2009
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Received Thanks: 4,686
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Quote:
Originally Posted by sarkoplata
overwrite gs memory = dont need to take care of anything else, also no client lag, 100% ez solution
just 1 problem: finding memory addresses from gs dynamically 
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can't you regex ?! the memory addresse. Example
player A: A5 B3 (address for gold)
player B: A4 B2 (address for gold)
Around those address is always the same (dunno but I guess)
C3 D1 [player A] DF AB
C3 D1 [player B] DF AB
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09/22/2015, 21:53
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#11
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elite*gold: 166
Join Date: Apr 2009
Posts: 2,341
Received Thanks: 2,661
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Even the gold address of a player A is not static. It changes on every teleport...
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09/22/2015, 23:27
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#12
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dotCom
elite*gold: 9842
Join Date: Mar 2009
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Quote:
Originally Posted by sarkoplata
Even the gold address of a player A is not static. It changes on every teleport...
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does the part around the gold amount is static ?
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09/23/2015, 00:53
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#13
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elite*gold: 28
Join Date: Aug 2014
Posts: 4,096
Received Thanks: 2,653
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Actually this needs some debugging to see how the code allocates the memory. Needs someone with some decent asm skills.
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10/02/2015, 08:19
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#14
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elite*gold: 166
Join Date: Apr 2009
Posts: 2,341
Received Thanks: 2,661
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Bumperino
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10/02/2015, 09:33
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#15
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dotCom
elite*gold: 9842
Join Date: Mar 2009
Posts: 16,870
Received Thanks: 4,686
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Quote:
Originally Posted by sarkoplata
Even the gold address of a player A is not static. It changes on every teleport...
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Quote:
Originally Posted by Devsome
does the part around the gold amount is static ?
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Bumperino.
Yu no answered
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