The project is not completed and contains too much errors, compilers tested : 2005 , 2010 , 2019
HB mentioned before that you can copy the ".h" ".cpp" files to a new project in whatever visual studio version.. Compiling it as v80 or v100 might work from platform tools version that what I've done with 2019 vs and it worked pretty without any errors
-Why would I waste network, memory and processing to re-send a data that is already being sent but just in a different shape?
Since this packet is received by all clients, so my way will be more network saving than yours. That's small things that some people may not notice or care about. But scientifically, they can make even a tiny difference in speed.
Why do you think joymax did that in sro_client internally as well instead of server files?
-It's not about being a DLL or filter, we usually use a DLL to modify/control main executable code, at least in this field.
So, you can imagine that this is the real executable code, because in theory, it is true.
Huh?
I understand you want to stand by your release. BUT you have to accept other ways of work and keep **** talk away.
Practically, the method @ has suggested is much more simple and effecient.
If you had the source code of the sro_client itself available for compiling I might have been able to understand your claims.
By then, it's better to use server performance for "packet replacing" instead of attaching a DLL to each player's client and play around with its memory.
Huh?
I understand you want to stand by your release. BUT you have to accept other ways of work and keep **** talk away.
Practically, the method @ has suggested is much more simple and effecient.
If you had the source code of the sro_client itself available for compiling I might have been able to understand your claims.
By then, it's better to use server performance for "packet replacing" instead of attaching a DLL to each player's client and play around with its memory.
with respect what @HB said is not the only method it's the best method via filter is too much easier for sure but why wasting networking / memory for such a job ? with his src you can easily add it your game dll file ( if found)
you don't have to have the sro client src as you said
in simple words the data which the packet sending already inside of the sro client so you got 2 ways re send the full data or just modify a byte inside of that packet ?
HB mentioned before that you can copy the ".h" ".cpp" files to a new project in whatever visual studio version.. Compiling it as v80 or v100 might work from platform tools version that what I've done with 2019 vs and it worked pretty without any errors
tried to compile using V80 platform in 2019, errors still occurs
Ah yea. The code uses "auto". This is, in the form it is used, a c++11 feature. Before c++11, it had a different meaning. VC80 is from ~2005 so it's "unlikely" to support C++11 (which is from 2011)
I guess it's only used for iterators. You can convert them as following:
Code:
std::vector<int> myIntVector;
for (auto it = myIntVector.begin(); it != myIntVector.end(); ++it) { /* ... */ }
// turns into
for (std::vector<int>::iterator it = myIntVector.begin(); it != myIntVector.end(); ++it) { /* ... */ }
Other example:
Code:
std::vector<std::string> myStrVector;
for (auto it = myStrVector.begin(); it != myStrVector.end(); ++it) { /* ... */ }
// turns into
for (std::vector<std::string>::iterator it = myStrVector.begin(); it != myStrVector.end(); ++it) { /* ... */ }
Take what ever the type of the variable is, add a ::iterator and put it instead of the auto
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