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Seamless

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  1. @l2naylondev Requiring a player to log in just for the sake of logging seems exploitable. Someone could log in only to claim the reward and immediately leave, or repeatedly change their ip. So i guess are there are additional protections in place ? such as locking the reward by account, character , and ip. It would also be useful to add a playtime requirement. For example, after logging in, the player would need to remain active for at least x playtime before getting the reward or other parameters configurable by the xml. I suggest improving the system before selling it.
  2. It requires a lot of research and money to create something that is actually worth having on someones server. But again, even if something worth trying appears, I dont even trust vanguard at this point, and its even worse if theres some kernel driver signed by a single person without a real company behind it to take the hit if something goes wrong. Thats a huge security risk. Most people are naive and untrained for thinking its okay to elevate permissions for an executable created by someone in their moms basement. The same goes for people who run compiled shared / paid sources and assume its fine, with nothing malicious running inside them. A user with 13 posts suddenly appears. This is a tech forum, and developers are not here to flex. We are simply discussing the potential risks and reliabilty of the product, since that is the whole purpose of a discussion forum. Otherwise, it becomes no different from marketplaces. In addition, it is reasonable to question someones capabilities based on their available public data. How do you go from selling web apps to working with such low level concepts that require a lot of specialized knowledge? Think again then before you buy from him with a blind eye. The first statement contradicts the other one. You say you wont allow anyone access, but youre willing to explicitly run an anti cheat on your computer created by this guy. What exactly is your point?
  3. I agree. You mention a lot about system calls. At which level? If your driver component runs in user mode, someone can pretty easily send whatever data he likes to the backend. Also, even if you load sys kernel driver using windows service manager, the driver still needs to be signed and comply with secure boot policy, vbs / hvci / memory integrity restrictions if those protections are enabled.
  4. So you developed a rate limiter with extra steps on the application layer ? Do you know that http is on top of tcp and someone can exhaust your resources before even reach your app ? Thus whatever limit/rule you set is a bit obsolete and creates complexity for your app. Also the order is cloudflare/ os firewall / nginx / php
  5. @Elfo Thanks for your reply. At this point, I’m more interested in your ai workflow rather than the actual implementation. Even if you don’t open source it, it would still be really valuable for research if you could share the technologies you used in each step. Great job Holy cow thats about 15k Webgl ?
  6. First of all, its great to finally have something meaningful to discuss on this forum and good job pushing this community forward, even if its mostly dead. I always wondered why, in the last 15 years, no one has properly documented any of the source code (acis mobius) or at least exposed common functionality through something like a rest api, which is straightforward enough for most people to understand and use. I have some technical questions since im really interested Regarding real time features like maps and enchanting are you using technologies like grpc? And what happens when both a logged in player and panel try to enchant the same item at the same time? Do we run into a race condition how do you handle that ? Regarding fake player system external models calls typically take 1-2 seconds to respond, while an local models might take around 200-300ms. During that time a lot can happen in game. So when the plan becomes stale you override it and wait for the new one meaning the node handles everything in real time and the LLM simply sets the goal asynchronously. Is that the correct understanding ? Regarding the security aspect a lot can go wrong when exposing crucial server logic to the open web (experimental is good). My real concern is the mcp in the panel where a lot can go wrong with bad user input. Wasn't the game client always the limiting factor for l2j?
  7. No matter what you are going to use, paid or non-paid or whatever, everything requires personal time investment and a lot of trial and error in many sectors of IT. I have used and seen (clients of mine) L2J Sunrise, Mobius, ACIS, and Lucera. Not even one was close enough to providing a decent outcome without the need for some heavy dev intervention. Even if you provide a decent pack, you will have to think about cheaters, marketing, monitoring, network protection, and the list goes on depending on the problem. Thus, I have no clue why people here debate so much about datapacks because I remember the days when we were playing on private servers with 80% less functionality than the current Lineage 2 emulator state, and it was enough to have fun. Now the leftovers are such a toxic community that I have no idea what drives people to open projects except money. My 2 cents choose whatever will ease your life in terms of development and your life/work/budget balance and dont spent months trying to figure out what datapack is superior over the other. You have more serious things to consider.
  8. You should buy it then I’ll make a discount
  9. This topic is genuinely amazing. So do we end up on l2jorion ?
  10. correct. for example with semantic kernel sdk that exists also for c# and java you can do all sorts of things. even orchestrate an llm to call classes and manipulate objects or even execute database queries. you can literally simulate a real player process on a loop. and yes its costly if you use services like azure. but you can find cheaper alternatives or even free if you brave enough and have time
  11. I suggest logging real player data such as positions, movement, quests, skills used in real time, and general actions and save them in whatever format you like. You need to organize and verify the data. If your data are not enough you can create synthetic data based on your existins real data. later you have 2 options You can fine tune a smaller model (for example, from hugging face). This requires time, money(compute power), and plenty of trial and error, but the benefit is that you can run it locally without relying on external services. Use existing LLMs and instead of training you can store your data in a vector database and let the LLM query it( im not sure if RAG is the right term here). This approach is faster to set up but depends on the model and the output you want to achieve(you will need some research there). Regardless of which approach you take you should expose only safe actions through a service or API. This can be done with MCP(model context protocol) or a custom api ensuring the model (local or external) can only trigger controlled api calls such as movePlayer, castSkill, etc etc, which are already implemented in most sources, but you will need to implement them for your models output and behavior. Doable? Yes by commiting a tone of hours and i dont think java code is the problem here. Is it worth it? If you’re doing it to learn then go for it. But if your goal is to create “real fake player” experience on your server or to sell it later its not worth it. Spend your time elsewhere yes they can
  12. One thing i want to add is disabling root login, creating a new user with sudo privileges, setting up SSH key authentication and completely disabling password logins and also avoid exposure on port 80 completely. it's much better to manage them directly from your local machine using IP whitelisting on database user or firewall-iptables. This way, only trusted IPs have access. Even better ssh tunnel. Good job though.
  13. Dude, seriously , how are you okay with publishing something like this as a public repo? I spent just 30 minutes reviewing your source code and already managed to bypass your API wall on the admin routes. You really need to rethink your server to client logic. What's the point of saving data both to your API and to the user's database? You first fetch the servers from your API and then save them to the database. What’s stopping someone from simply fetching their server data directly from the database and bypassing all the API logic? The client you provide as a public repo should only act as a wrapper around your service API and that's it. The API should handle all the logic, including connecting to the corresponding servers based on authentication key requests and so on. I don't even want to get started on the fact that your codebase is a complete mess...... unused variables everywhere, empty classes, and zero input validation. Anyone can pass whatever payload they want without restrictions. You seriously need to fix these issues before some poor guy who has no idea ends up buying your service. And don’t even start with "I'm still waiting for my server to get hacked" because no one is going to waste time trying to hack something that's not even worth the effort. just by checking this im 90% confident someone can find something. Also, you claim that 250 domains are already using your service? I seriously doubt that. also LOL
  14. Great job! Its exciting to see control panels evolving with better technologies and modern libraries. Id love to see this implemented for other L2J sources beyond acis.
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