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[Release] KGuard latest full source
Discussion on [Release] KGuard latest full source within the SRO PServer Guides & Releases forum part of the SRO Private Server category.
10/07/2016, 15:21
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#31
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Quote:
Originally Posted by thebigbody
it's not that easy since he used a public language 
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That makes no sense what so ever
Quote:
Originally Posted by hancook1st
how can I disable lisance ?
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10/07/2016, 17:36
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#32
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tyvm
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10/07/2016, 19:08
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#33
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could u tell what was used to pack this exe
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10/07/2016, 19:34
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#34
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Quote:
Originally Posted by 3GSRO
could u tell what was used to pack this exe
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10/07/2016, 20:33
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#35
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Quote:
Originally Posted by kovboi
That source copied from test for v5.09. So it is not stable and it is not shared version.
+1
Yeah that source developing test for new project but I don't understand what about you saying? Did you use it? It can works perfectly with 1000+ player and it does. Kguard is not new and it exists more than 3 years. All of other guards are newest than that. First research and talk.
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i dont really care how much time this guard has been up, its poorly coded period.
its not fully asynchronous, zero-utilization, it presents low-level knowledge of how networking systems work, just take a look at how the socket-server is built - its redundent!
trust me i can assure you that you cannot handle 1,000 running connections via this proxy, it got nothing special in it, as i said before i can ask for a code snippet just to show you how "SR_Proxy" by Isoline is built, too bad guys with that knowledge keep their work for themselves.
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10/07/2016, 21:02
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#36
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Quote:
Originally Posted by Goofie
Also stable or not but almost all ur features are already there, pretty easy to solve bugs.
Your guard cannot handle 1k players.
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It can. It does. That guard has two engine for connections. Second engine using and it can handle. If you talking about first engine yes you was right.
This is not free guard as you know. You wish know turkish lang and learn comments about us. We aren't new and you can't talk about performance of our projects. Lets watch what will happens cuz I will create new project with global lang. Then I'll watch your projects which in our road.
Quote:
Originally Posted by 3GSRO
could u tell what was used to pack this exe
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This is original source theft from a Pcloud. So unpacked
Quote:
Originally Posted by eitai123
i dont really care how much time this guard has been up, its poorly coded period.
its not fully asynchronous, zero-utilization, it presents low-level knowledge of how networking systems work, just take a look at how the socket-server is built - its redundent!
trust me i can assure you that you cannot handle 1,000 running connections via this proxy, it got nothing special in it, as i said before i can ask for a code snippet just to show you how "SR_Proxy" by Isoline is built, too bad guys with that knowledge keep their work for themselves.
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I don't care what do you caring about. Just stop talking about your estimates. How I can trust with what I saw about connections and comments from buyers?
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10/07/2016, 21:21
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#37
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@kovboi confuserex included in src is stock or modded?
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10/07/2016, 22:00
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#38
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Quote:
Originally Posted by hos00
@kovboi confuserex included in src is stock or modded?
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I use confuser ex this is why that file exists in source. This source is backup of test 5.09 from my pcloud acc. I think theft from there. And yes it is modded confuser ex but doesn't matter. Not better.
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10/07/2016, 23:51
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#39
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Quote:
Originally Posted by kovboi
It can. It does. That guard has two engine for connections. Second engine using and it can handle. If you talking about first engine yes you was right.
This is not free guard as you know. You wish know turkish lang and learn comments about us. We aren't new and you can't talk about performance of our projects. Lets watch what will happens cuz I will create new project with global lang. Then I'll watch your projects which in our road.
This is original source theft from a Pcloud. So unpacked
I don't care what do you caring about. Just stop talking about your estimates. How I can trust with what I saw about connections and comments from buyers?
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He's not estimating, just stated the facts. I quickly reviewed the code, it is hardly poor. You're only utilizing async socket functions, nothing more than that. The rest is non-async, even there are calls to blocking functions inside logical worker thread, like sleep for timing stuff wtf... A simple async proxy can already handle ~1k players just fine, but this proxy is far from being async. And if it's showing any signs of good performance, then obviously it's power of nowadays CPU.
Btw, if this is what you have done in 3+ years as you claimed, then you've learned nothing.
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10/08/2016, 08:44
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#40
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Quote:
Originally Posted by Iwa13
He's not estimating, just stated the facts. I quickly reviewed the code, it is hardly poor. You're only utilizing async socket functions, nothing more than that. The rest is non-async, even there are calls to blocking functions inside logical worker thread, like sleep for timing stuff wtf... A simple async proxy can already handle ~1k players just fine, but this proxy is far from being async. And if it's showing any signs of good performance, then obviously it's power of nowadays CPU.
Btw, if this is what you have done in 3+ years as you claimed, then you've learned nothing.
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Nice comment. This program just 15$ per month. Its good for that price. I know too sleeps uses more cpu (never more than gameserver). But yes it does handle 1k+ player with %10-20 cpu usage when gameserver uses %25-30. It can be better than itself but already I said just test for new project.
I used multithreading 2-3 years this is not means I didn't learn anything. Multithreading handles 500-1000 player with cpu usage more than gameserver. That was enough for 15$ and everybody cracks that. Why I need develop that for more performance?
That source can handle 1000-1500 player without any problem, needs some cpu as gameserver ofc. If I can be sure can't crack my new project that can be better than that.
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10/08/2016, 10:15
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#41
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Quote:
Originally Posted by kovboi
Nice comment. This program just 15$ per month. Its good for that price. I know too sleeps uses more cpu (never more than gameserver). But yes it does handle 1k+ player with %10-20 cpu usage when gameserver uses %25-30. It can be better than itself but already I said just test for new project.
I used multithreading 2-3 years this is not means I didn't learn anything. Multithreading handles 500-1000 player with cpu usage more than gameserver. That was enough for 15$ and everybody cracks that. Why I need develop that for more performance?
That source can handle 1000-1500 player without any problem, needs some cpu as gameserver ofc. If I can be sure can't crack my new project that can be better than that.
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are you comparing your simple proxy to gameserver, really ? You are just redirecting packets between agent and client.And wtf is sleep uses more cpu thingy that you said ? Iwa mentioned about using sleep on io threads will delay whole server operations and its wrong thing to do; not about cpu.If you are doing paid work you have to do your best even if everybody uses cracks.
If ppl think your work is really good then they want to buy it not crack it.
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10/08/2016, 16:02
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#42
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Quote:
Originally Posted by qoaway
are you comparing your simple proxy to gameserver, really ? You are just redirecting packets between agent and client.And wtf is sleep uses more cpu thingy that you said ? Iwa mentioned about using sleep on io threads will delay whole server operations and its wrong thing to do; not about cpu.If you are doing paid work you have to do your best even if everybody uses cracks.
If ppl think your work is really good then they want to buy it not crack it.
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Try to see different between sleep and delay. Sleep uses more cpu wtf you talking about?
Thiefs always uses cracks. My people so people who aren't thief thinks my work is good cuz I help to them for everything about performance and security. You can't find anybody of my people needs other guards for performance. Whatever...
Just don't teach me my work
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10/08/2016, 16:38
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#43
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i see kovboi boy u dezerved
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10/08/2016, 16:52
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#44
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elite*gold: 111
Join Date: May 2009
Posts: 617
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Quote:
Originally Posted by kovboi
Try to see different between sleep and delay. Sleep uses more cpu wtf you talking about?
Thiefs always uses cracks. My people so people who aren't thief thinks my work is good cuz I help to them for everything about performance and security. You can't find anybody of my people needs other guards for performance. Whatever...
Just don't teach me my work
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Looks like I need teach you English before teaching "your work", lol trying to understand your post is pain in ass also you havent even understood what I have told you the post above.
about the thing "sleep uses more cpu"
how this simple syscall could consume cpu ?
and about cracks why ppl would pay for crap proxy instead of using it free also you are not offering any special feature if I bought your crap proxy.
Sure "your people" doesnt need other guard because "your people"s server capacity is less than 200.
Do you think you are the only person that can code a guard.
lets talk about facts:
Your "guard" is not a "guard" just a simple proxy also crappy,
There is no standarts in your code just spaghetti code,
There are tons of wrong uses of async
There is only 1 acceptor.
There arent any object pools / custom allocators
Connection counter variables are not atomic
There is no use of preprocessor instead of some of const variables
SQL operations are not async
Variable namings ....... lol
most funny part of this code is:
while looking this proxy code and your comments  just LOL
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10/09/2016, 01:07
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#45
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Join Date: May 2006
Posts: 667
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Quote:
Originally Posted by Iwa13
He's not estimating, just stated the facts. I quickly reviewed the code, it is hardly poor. You're only utilizing async socket functions, nothing more than that. The rest is non-async, even there are calls to blocking functions inside logical worker thread, like sleep for timing stuff wtf... A simple async proxy can already handle ~1k players just fine, but this proxy is far from being async. And if it's showing any signs of good performance, then obviously it's power of nowadays CPU.
Btw, if this is what you have done in 3+ years as you claimed, then you've learned nothing.
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could not have said it better myself.
Kovboi, im not trying to **** you off, this is my review on your proxy, saying it can handle 1k players perfectly is simply misleading server owners, especially when its poorly coded like that, there are many things you could do to make it work better, people already mentioned it above.
additionally, this work shouldnt be for sale, especially at this low-level guard.
the minimal thing to do is to atleast try to gain the best for your customers,
even if they are stupid lil turkish kids, whos happy to be running a server at all,
this is the outcome when everybody just "copy-paste" without digging into how things should actually work, because if you knew a thing or two about how things should work properly, this guard would have been coded differently in the first place, and clearly people here are copying from each other, even the SUPERMIKE guard is partialy copied from Chern0byl's proxy.
so, finding a good proxy is rare nowadays.
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