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gwlp-revived-open-source's Issues

MulitKeyDict fail (due to equal keys)

What steps will reproduce the problem?
1. (Could require: 1 CPU Core, 32bit)
2. Open both servers, but start the client before the game server has finished 
loading the pmaps etc.
3. Try to load into a map, you'll probably get a network error (because the 
game server isn't ready yet).
4. Close the client and re-open it.
5. FAIL AT LOGIN SERVER CLIENT DICTIONARY - there already is a client with the 
same netID

My guess: 
The NetworkManager closed the client connection properly, freed the NetID but 
World does not know that the client is not alive anymore.
If so, this should be reproducible by other steps as well... (e.g. play on the 
GS, close the client, try to religion)

What is the expected output? What do you see instead?
I'd expect a proper login, but the LS crashes. Not only that 
NetworkManager/World communication probably failed, but MulitKeyDictionary 
failed as well!

Please use labels and text to provide additional information.
Fix the network manager... add events for that reason?
Fix the MKDict, see also issue 14


Original issue reported on code.google.com by [email protected] on 30 Sep 2011 at 9:01

Collision detection

Alter the movement module to support collision

1. load the pmaps
2. check players
3. if the next position wouldnt be valid, reset the pos

Checking could be done by temporarily storing the trapezoid the player is in.



Original issue reported on code.google.com by [email protected] on 10 Sep 2011 at 7:19

Items

Items.

At least support for items, even if we dont have a db full of them.

Original issue reported on code.google.com by [email protected] on 10 Sep 2011 at 7:28

Game Server Connection Problems

What steps will reproduce the problem?
1.Connection to account OK
2.Character creation OK from the chars_masterdata
3.Choice between PVE or PVP is connecting, and nothing happens, the client is 
looping connect....

What is the expected output? What do you see instead?

Connection will never finish.

What version of the product are you using? On what operating system?

I'm using the server version 3.0.1. Windows 7 x64 on two PC.

Please provide any additional information below.

Impossible to connect to game server. I'm trying it on localhost on the same PC.

I've just modified the GWLP.xml file. Do I have to modify other files ? Files 
on  the server ?

Here is my GWLP.xml file content :


Original issue reported on code.google.com by sebzero9 on 3 Nov 2011 at 8:34

Attachments:

PW Encryption

Reverse Guildwars PW hashing(sha1) and salting? so that the server can finally 
implement this at it is kinda unsecure atm

Original issue reported on code.google.com by [email protected] on 23 Sep 2011 at 10:03

PRIO: VERY HIGH! Fail at (probably all) Modules

What steps will reproduce the problem?
1. 1 CPU Core, 32 bit Win7
2. try to /ChangeMap 123
3. FAIL DUE TO: ADDED A MAP WHILE ITERATING THE MAPS ENUMERATION

(steps above might not work in future builds as i am currently working on that 
-rusty)

Please use labels and text to provide additional information.
bla.

Original issue reported on code.google.com by [email protected] on 30 Sep 2011 at 9:05

Global Server Tick

Implement a global server tick to have the server synchronized.
Decide on whether to include network interfaces and packet managers?

Any suggestions welcome =D


Original issue reported on code.google.com by [email protected] on 19 Jan 2012 at 12:19

No NPC on 3.0.1 --> O.o

I have no NPC on server. Is it in process ?

Original issue reported on code.google.com by sebzero9 on 3 Nov 2011 at 11:41

Character Creation

Implement Character creation to increase usability and potential of the Server


Original issue reported on code.google.com by [email protected] on 23 Oct 2011 at 2:40

Skills

Implement Skills so the server actually allows a bit of gameplay


Original issue reported on code.google.com by [email protected] on 10 Sep 2011 at 7:54

LoginServer client disconnect

When a client disconnects from the LS, it usually sends

[P09_LastCharInfo] and
[P14_ExitOrConnectionUpdate]

We currently reply to each one with a
[P03_StreamTerminator]

But i guess it only needs one stream terminator, so go find out which one of 
both needs the stream terminator.


Original issue reported on code.google.com by [email protected] on 19 Oct 2011 at 8:16

Cleanup mulitkey dictionary

(Suggestion by Fealty)

Support id-wrapper structs as keys only. 
Get the value by using the type of the given struct.
Auto parse the structs and add dictionaries for each struct type.

Original issue reported on code.google.com by [email protected] on 17 Sep 2011 at 10:41

Connecting to the server forever

What steps will reproduce the problem?
1.open StartServers.bat
2.open GWLP Launcher.exe
3.Put id and password
4.the Launcher is connecting server forever (It doesn't go to character screen)

What is the expected output? What do you see instead?
Xampp, Launcher, loginserver.exe, gameserver.exe

What version of the product are you using? On what operating system?
windows 7 64 bit, newest version of xampp, DEBUG_Server_09-11-2011 files.

Please provide any additional information below.
I used phpadmin on xampp. the screenshot is attached.

Original issue reported on code.google.com by [email protected] on 9 Sep 2012 at 4:45

Attachments:

NPC Dialog

R.E. the dialog packets.
Introduce database or scripting support for the dialog data.
(Create a dumper plugin for these values)

Original issue reported on code.google.com by [email protected] on 10 Sep 2011 at 7:39

Move object locking to private scope

This: (just as an example)

lock (client = World.GetClient(xyz)) {}

Should be deleted and there should be a private lock object
inside the classes that can be accessed by multiple threads.

(Especially classes at 'World')

Original issue reported on code.google.com by [email protected] on 17 Sep 2011 at 7:21

PvP Buttons

Display and Integrate functionallity of Enter Battle

Original issue reported on code.google.com by [email protected] on 10 Sep 2011 at 7:47

LUA

Implement LUA scripting support

* Call LUA functions from C# and vice versa
* Load/Unload lua scripts at runtime
* Access C# variables from LUA (and vice versa)

Original issue reported on code.google.com by [email protected] on 10 Sep 2011 at 7:53

MySql multithreading fix

Create a new MySqlConnection each time you need one.
(Could be done within DBProvider?)
~ suggested by: AotC

Original issue reported on code.google.com by [email protected] on 11 Dec 2011 at 3:55

MC: 2 different maps -> /ChangeMap to join

What steps will reproduce the problem?
1. Start 2 clients, load 2 different maps (right from the db)
2. Use /ChangeMap to get from one map to the other (so both clients are on the 
same)
3. Fail

What is the expected output? What do you see instead?
A clean map change and 2 clients on the same map.
The client already connected to the map gets despawned,
the other client crashes at instance load.

Please use labels and text to provide additional information.
labels and text :P
also, might have something to do with the ID's or anything dont know...

Original issue reported on code.google.com by [email protected] on 24 Oct 2011 at 7:42

Implement (packet)ClickLocation support

Implement pathing stuff for packet ClickLocation.
Possibly within movement? Would be the best due to available pathingMaps. 
We could also port the pmaps to GameServerWorld, to provide global access.

Atm the client just walks to wherever you click but the game server doesn't 
recognize.

Original issue reported on code.google.com by [email protected] on 6 Oct 2011 at 8:36

Server crash at client-exit

What steps will reproduce the problem?
1. Run the servers
2. Run GW, play and /ChangeMap
3. Close GW -> server crash

Conflict Class:
ClientConnection

What is the expected output? What do you see instead?
Expected: Termination as usually. 
Instead: Error because of already disposed stuff, means there is a check 
missing that prevents the tcpclient from trying to dispose it a second time.

Please use labels and text to provide additional information.
Check client connection.


Original issue reported on code.google.com by [email protected] on 1 Oct 2011 at 12:14

Partywindow

Display and implement functionallity of PartyWindow

* Invite Player
* Kick Player
* Player Status
* (Party Search)

Original issue reported on code.google.com by [email protected] on 10 Sep 2011 at 7:50

Unclear logs

What steps will reproduce the problem?
1. Run the emulator

What is the expected output? What do you see instead?
Names of packets, unmarshalled values and original bytes.
Instead only the incoming and outgoing (original) bytes are printed.

What version of the product are you using? On what operating system?
Head revision

Please provide any additional information below.
N/A

Original issue reported on code.google.com by [email protected] on 15 Sep 2011 at 5:25

GWLP PacketReverser

* Fix StoC GS
* Make var names editable
* line breaks in arrays
* improve search


Original issue reported on code.google.com by [email protected] on 19 Oct 2011 at 6:56

Encryption

Add support for that within the ClientConnection.
Use already build class?


Original issue reported on code.google.com by [email protected] on 10 Sep 2011 at 7:32

Player stats

Update the generic value packet enums.
We are currently unable to correctly set the energy or health of a player(!)

Also, when implemented, possibly allow functionality change by a script.
(like gwlp did it)

Original issue reported on code.google.com by [email protected] on 10 Sep 2011 at 7:54

Multilogin from same account -> Crash

What steps will reproduce the problem?
1. Login in once
2. Close the client, or let it crash somehow
3. Login a second time

What is the expected output? What do you see instead?
Expected: Usual login; Instead: Server crash because the client has not yet 
logged out (due to the crash)

How to fix:
Detect multiple logins, kick the old client.


Original issue reported on code.google.com by [email protected] on 20 Sep 2011 at 7:48

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