Wl Server Source

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SlammeR
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Post by SlammeR »

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...
<a href='http://imageshack.us' target='_blank'>Image</a>

Then Reactivated and the result...
<a href='http://imageshack.us' target='_blank'>Image</a>
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KLKS
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Post by KLKS »

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
Jensen
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Post by Jensen »

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
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.

it would also cut down on some packet sniffing for some things as the data is no longer sent as raw and makes it harder for people using sangos new GET WS NAME tut which still shouldnt get the 'hacker' anywhere in a good only use this client scheme
-><-
Hypnotoad
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Post by Hypnotoad »

Ace wrote: Hypnotoad .. why your link always cant download ??? <_<  :(  :(
4real?
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
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.

basically right now the only thing standing between us and sql compatible sources is i dont know what the fuck sql is lol. The code for sql looks very easy its a simple take packet and break it down.

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
KLKS is there a such thing as FLIRT language for sql to find the sql related functions on IDA?

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...
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 :)
<img src='http://www.playah.no-ip.com/images/Hypn ... imated.gif' border='0' alt='user posted image' />
Tafka12
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Post by Tafka12 »

i can dl it very well.
<img src='http://www.hot.ee/carvanho/taavi.png' border='0' alt='user posted image' /><br><br><img src='http://www.hot.ee/carvanho/Elvine.png' border='0' alt='user posted image' /><br><img src='http://www.hot.ee/carvanho/LieroX.png' border='0' alt='user posted image' /><br><img src='http://www.hot.ee/carvanho/Football.png' border='0' alt='user posted image' />
KLKS
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Post by KLKS »

there is no SQL flirt signature that i know of, but sql isnt that hard, why the packets in SQL mode is smaller takes no genius to figure it out. in text form, a DWORD can go up to 8 bytes, but in raw format it is only 4 bytes. and by stripping the overheads example Appr = XXX and using a common raw format, the bytes sent over the network is smaller, if u include compression, it would be even better.

i had the idea once of running a threaded HG

many independent sockets load balancing connections running trough a critical section queue processed by an indipendent engine would lagg people less and process data faster, first data comming it put it on a stack and it gets processed. but alas it was just a concept :)
SlammeR
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Post by SlammeR »

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.
Yess Bug Fixed =) Thanks hypno.
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Ace
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Post by Ace »

slammer can u upload wl server source =.=
i cant download it
Hypnotoad
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Post by Hypnotoad »

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
<img src='http://www.playah.no-ip.com/images/Hypn ... imated.gif' border='0' alt='user posted image' />
uusmart
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Post by uusmart »

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
Code different, I can't replace the person data.
Drajwer
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Post by Drajwer »

you can fix it propably by hexing
AscII-%d to AscII%d
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Hypnotoad
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Post by Hypnotoad »

Drajwer wrote: you can fix it propably by hexing
AscII-%d to AscII%d
its supposed to be ascii-?
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Jensen
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Post by Jensen »

i got Account/AscII# and Character/AscII#
-><-
locobans
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Post by locobans »

Jensen wrote: i got Account/AscII# and Character/AscII#
That's the default all servers uses well at least most of them.
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