Jump to content

Elfo

Legendary Member
  • Posts

    2,010
  • Credits

  • Joined

  • Last visited

  • Days Won

    55
  • Feedback

    0%

Everything posted by Elfo

  1. Since I see people asking for this every now and then I thought I'd code it and share it. L2Proxy is a simple MITM proxy for your L2 server. It comes in two parts The Java side The L2Proxy service The Java side can be used on any pack and with any proxy configuration without needing the app. If however you don't wanna mess with proxy configuration you can also use the L2Proxy service which runs a MITM proxy for your players. It is fully cross platform and will run fine on any VPS as long as you have the network bandwidth needed. It adds some extra functionality that you might find handy. Proxies with Gameserver invisibility turned on Features Gameserver invisibility option - You are able to hide your server behind the proxies and keep your real server IP secret RealIP - Usually with MITM proxies, since the traffic is funnelled from one server, you normally lose the real IP of the player which limits a lot of the functionality that you might have implemented. L2Proxy allows the LoginServer to pass the real IP of the used to the Gameserver during the Login->Gameserver player handoff An API - You can use the API in L2Proxy to check the stats of your Proxies, see the active connections to it and even disconnect a specific use IP or blacklist it IP Blacklist - You can blacklist a specific IP its connection will be rejected on the proxy level before it ever gets to the gameserver. This includes malicious connections. You can also use the API to blacklist someone and get them instantly disconnected. Multiple Proxies from one app - No real reason for this to exist but I added it anyway Proxy health detection. If the proxy goes down the proxy listings will appear as down as well. (This feature requires the L2Proxy service). Validation can be turned off by setting the "validateHealth" option to false. Unhealthy proxy fallback. If all proxies are down and the "fallbackToGameserver" setting is set to true then even if you've chosen to hide the gameserver, it will appear as a fallback so people can still login when the proxies are down. MaxConnections on each proxy. Once the limit is met, no more connections can be made to the gameserver via the proxy. -1 means unlimited API Actions To make actions you need to set the x-api-key header to equal to the API Key setting in L2Proxy. The default is "changeit". Get all proxies - GET http://localhost:6969/api/proxies Get proxy by IP and Port - GET http://localhost:6969/api/proxies/127.0.0.1/7778 (IP is the proxy ip and 7778 is the proxy port) Disconnect an active connection - DELETE http://localhost:6969/api/proxies/127.0.0.1/7778/127.0.0.1/11571 (First IP is the proxy IP, second ip is the client ip, first port is the proxy port and second port is a client port) Get all blacklisted IPs - GET http://localhost:6969/api/blacklist Check if IP is blacklisted - GET http://localhost:6969/api/blacklist/127.0.0.1 (The IP is the user IP) Blacklist an IP and disconnect used - POST http://localhost:6969/api/blacklist/127.0.0.1 (The IP is the user IP) Removed an IP from the blacklist - DELETE http://localhost:6969/api/blacklist/127.0.0.1 (The IP is the user IP) proxy.xml <?xml version='1.0' encoding='utf-8'?> <list> <config /> <!-- serverId: The true id of the gameserver hide: When enabled, the true gameserver will not appear in the server list fallbackToGameserver: When the proxy server is down, when true, the real gameserver will appear proxyServerId: The gameserver id that the proxy will use to be listed in the server list proxyHost: The host of the proxy proxyPort: The port of the proxy apiPort: The port of the API for the proxy apiKey: The api key for the proxy api --> <gameserver serverId="1" hide="true" fallbackToGameserver="false"> <proxy proxyServerId="2" proxyHost="127.0.0.1" proxyPort="7778" validateHealth="true" apiPort="6969" apiKey="changeit"/> <proxy proxyServerId="3" proxyHost="127.0.0.1" proxyPort="7779" validateHealth="true" apiPort="6969" apiKey="changeit"/> </gameserver> </list> Here is a diagram explaining the initial login flow. Once you login the loginserver goes away and you connect directly to the proxies or gameserver depending on your configuration. Features I might add (don't bet on it) Max connection limit Make calls to the API to let the gameserver know the proxy status and make proxy level action Proxy service discovery to propagate proxy actions to all running proxies Automatic proxy suggestion based on proxy load You currently need to blacklist the IP on each proxy API since the data is not shared Download link and executables of latest version: https://github.com/Elfocrash/L2Proxy/releases/tag/v0.2.0 If you run the framework dependent version you need .NET 5 CLR installed. If you run the standalone versions you don't need anything preinstalled. Will upload a video of the thing at some point. It's late. Enjoy
  2. I think ive seen a golang attempt of this on GitHub already EDIT: Actually a couple https://github.com/mikesaidani/l2go/tree/master/gameserver https://github.com/kuochaoyi/l2go_prototype (Fork of the first one) https://github.com/kuochaoyi/L2Go_Server
  3. So here is what happens and trust me it took me a fuck ton of time to figure this out when I originally used it in L2BattleRoyale. This is also unique to Interlude and I don't think in happens in future chronicles which means they fixed it. If both players spawned near the area where the initial creation of the packet happens then they can both see it fine because I am assuming you are using current location as the ExServerPrimitive initial center point. However, if you spawned away from where the packet is created then you cannot see it. In order to fix that you have to store the original Location (x, y, z) of the player when they EnterWorld. When you create an ExServerPrimitive package you need to provide a name, an x, a y and a z. These values NEED to be the X of the spawn location and the Y of the spawn location. The Z can be -65535 to ensure that the icon will be below the ground. Once you do that this will stop happening. Here is how I handle it in Autobots: Create Circle Packet method Using EnterWorld location to initialize the package Storing the EnterWorld location
×
×
  • Create New...