After Closed The HGServer...
<a href='http://imageshack.us' target='_blank'>

Then Reactivated and the result...
<a href='http://imageshack.us' target='_blank'>

well aside from the fact that a compression algorithem would increase the server load, it could at least cut down on bandwidth usage which in both cases is negledgable for most private servers.KLKS wrote: instead of recoding all of thes useless stuff in the HG and worldlog, all u guys should do is use a compression library, ei zlib, alib.
so its up to u guys, its faster to code in zlib or any lib than recoding all the functions to be compatible with the new packet structure
just my 2 cents
4real?Ace wrote: Hypnotoad .. why your link always cant download ??? <_<![]()
![]()
i think compression would still be faster than recoding the entire packet structure to manage one line at a time, because right now all it does is read file and send it. Im using 2.03 world to code most of the functions that are reading character file and guild file, so if we do update to sql we will have to recode the packet structure anyway. If you look ath 2.20 hgserver source they already recoded that side for us all we have to do is world. If i had some sql experience, a sample of how the structure should look like, or the ability to start up a sql setup then i would finish it up and just do it in sql.instead of recoding all of thes useless stuff in the HG and worldlog, all u guys should do is use a compression library, ei zlib, alib.
so its up to u guys, its faster to code in zlib or any lib than recoding all the functions to be compatible with the new packet structure
just my 2 cents
Code: Select all
67 push 7
.text:00417469 push 0
.text:0041746B push offset unk_458DB8
.text:00417470 mov ecx, offset unk_459E08
.text:00417475 call sub_4013F2
.text:0041747A mov ecx, offset unk_459F74
.text:0041747F call sub_4011B3
.text:00417484 mov [ebp+var_684], eax
.text:0041748A mov ecx, [ebp+var_684]
.text:00417490 call sub_401203
.text:00417495 mov esi, esp
.text:00417497 mov ecx, [ebp+arg_0]
.text:0041749A push ecx
.text:0041749B push offset aSelectFromCh_4; "select * from CHARACTER_T where charID "...
.text:004174A0 lea edx, [ebp+var_1D0]
.text:004174A6 push edx ; LPSTR
.text:004174A7 call ds:wsprintfA
.text:004174AD add esp, 0Ch
.text:004174B0 cmp esi, esp
.text:004174B2 call __chkesp
Code: Select all
i think i've founded one bug... look i shutdowned gameserver neutral and try to reactivate... but it Says that GameServer/Neutral is AllReady Registered...
After Closed The HGServer...
Yess Bug Fixed =) Thanks hypno.alright thanks for finding that, i looked at message 2400000A and retranslated it, let me tell you not my finest work. But now its finished i can understand why the error happens. Test this and see if its better.
Code different, I can't replace the person data.Hypnotoad wrote: wee fixed the stall between switching hgservers. Some die hard helbreath fans who played beta can remember this bug was on the official server. When switching between maps it messes up and makes you have to just sit there and wait, to fix it you had to press ESC when switching and just log back in. It turns out that it has everything to do with the "protection" they put in to prevent WM_WORLD_LOG_LISTENER's bAccept to block unauthorized access. Long story short the worldserver is 95% opperational. Missing the guild code which i will start doing now.
those keeping track of worldserver files and testing for bugs:
- wee guild creation complete and logging in with guild complete
- finished disband guild
- delete character now DeleteFile(LPCSTR lpFileName)
remaining:
- add member
- remove member
its supposed to be ascii-?Drajwer wrote: you can fix it propably by hexing
AscII-%d to AscII%d
That's the default all servers uses well at least most of them.Jensen wrote: i got Account/AscII# and Character/AscII#