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SweeTs

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Everything posted by SweeTs

  1. limit = 50? :okey: case3: case2: case1: case0: limit = 50; or simply delete it and keep default.
  2. ALT_GAME_KARMA_PLAYER_CAN_USE_GK set it to true from config folder, npc or players.prop Check L2Clan.java you should find something.
  3. Or follow the timeline and put everything by hand / diff when possible.
  4. Basically, the idea is nice, but kinda pointless.. L2 is a game which you play with company.. but still, may replace cubic hah :D
  5. No matter. Still in pvp for example, it's gonna act like a party member. So, you won't feel lonely. May act as a bishop, nuker, another archer :P
  6. Good luck fixing it :happyforever:
  7. Checkout via eclipse, there is a svn link.
  8. You didn't set the password inside the server.prop of your database. Take aCis and enjoy. http://acis.i-live.eu/index.php?topic=1974.0
  9. Specs are way enough.. The problem may be the hdd read/write as Bobi mentioned if it's low speed. And ddos, K.O.
  10. Index: trunk/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/AuthLogin.java =================================================================== --- trunk/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/AuthLogin.java (revision 236) +++ trunk/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/AuthLogin.java (revision 323) @@ -15,8 +15,7 @@ package net.sf.l2j.gameserver.network.clientpackets; -import net.sf.l2j.Config; import net.sf.l2j.gameserver.LoginServerThread; import net.sf.l2j.gameserver.LoginServerThread.SessionKey; -import net.sf.l2j.gameserver.network.L2GameClient; +import net.sf.l2j.gameserver.network.serverpackets.L2GameServerPacket; /** @@ -44,14 +43,13 @@ protected void runImpl() { - final SessionKey key = new SessionKey(_loginKey1, _loginKey2, _playKey1, _playKey2); - if (Config.DEBUG) - _log.info("User:" + _loginName + "key:" + key); - - final L2GameClient client = getClient(); - if (client.getAccountName() == null) + if (getClient().getAccountName() == null) { - client.setAccountName(_loginName); - LoginServerThread.getInstance().addGameServerLogin(_loginName, client); - LoginServerThread.getInstance().addWaitingClientAndSendRequest(_loginName, client, key); + if (LoginServerThread.getInstance().addGameServerLogin(_loginName, getClient())) + { + getClient().setAccountName(_loginName); + LoginServerThread.getInstance().addWaitingClientAndSendRequest(_loginName, getClient(), new SessionKey(_loginKey1, _loginKey2, _playKey1, _playKey2)); + } + else + getClient().close((L2GameServerPacket) null); } } Index: trunk/aCis_gameserver/java/net/sf/l2j/gameserver/LoginServerThread.java =================================================================== --- trunk/aCis_gameserver/java/net/sf/l2j/gameserver/LoginServerThread.java (revision 274) +++ trunk/aCis_gameserver/java/net/sf/l2j/gameserver/LoginServerThread.java (revision 323) @@ -419,7 +419,10 @@ } - public void addGameServerLogin(String account, L2GameClient client) - { - _accountsInGameServer.put(account, client); + public boolean addGameServerLogin(String account, L2GameClient client) + { + if (_accountsInGameServer.containsKey(account)) + return false; + + return _accountsInGameServer.put(account, client) == null; }
  11. Not rly. There is no need to save anything or so. The lock is fired on the command use, _isLocked(true); and threadpool (scheduleGeneral) is launched after 5min to set it false. Comparing the currentTime is also a good idea.
  12. Or he can create a boolean like _isLocked which is set to true while usage and a task to make it false after the time is up :P
  13. There is some stupid config like customspawn or adminspawn -.- find it and set it true..
  14. Files with errors, you have to add by hand :)
  15. Looks like you use SVN and you did some change which was globally applies to the project. Right click team and create patch - you will see what files has been changed. :P
  16. Well.. if you didn't had a svn then you have a problem.. :D
  17. Double login issue is fixed on 323. Use latest free cycle aka 330 and you are done.
  18. The correct one :-beep- yeah:
  19. Changeset 344 Duels - part I, Misc Duels - part I I decide to commit first part of Duels, as there is already a lot of work. All is functional, and far better written than before. Part 2 will get few fixes && little tweaks for Party Duels, probably 10% of what I'm commiting now. - General cleanup : aCis code style, DuelState Enum creation, setIsInDuel > setInDuel rename. Numerous comments && Javadoc as documentation. DuelManager - Fix a ConcurrentException on DuelManager (couldn't handle simultaneous Duel creations). - Duel id is correctly calculated (it was probably very, very sad before). Fixes - Chaotic players (karma > 0) can't start or accept a duel request. - Fix a potential ConcurrentException on buff/debuff storing. - Fix a NPE with _playerConditions. - Fix few custom String for SystemMessage counterparts. - Fix the way duels handle disconnected players. It is considered as a surrender, as L2OFF. Ty sahar for report. - Fix an issue with surrender SystemMessage winner name. - Fix the max range for duel request && check task. - Fix the check task - It is fired once the duel is accepted (instead of after countdowns). A duel can now be disturbed during the countdown. - Added missing checks for party duels (zones, interrupted state, distance, pvpflag). - Fix RequestDuelAnswerStart checks, which are now exactly the same than RequestDuelStart packet. - Fix when a party in a command channel requests or accepts a party duel, that party is automatically withdrawn from the command channel. - Fix parties teleport, which are ported back to previous stored location no matter the duel end (in prevision to arena coordinates). Victory/lose animations - Fix an issue with kneel animation for 'B player/party winner' case. - Add Victory animation for winners. - Animations are sent even if one side is missing. Timers - Revert party duel timer to 120 seconds (retail time). - The 1vs1 countdown is setted to 5sec instead of 3sec + "void" 3sec. Messages for 5, 4, 3, 2, 1 cases. - The party countdown is setted to 30sec instead of 20sec, with messages for 30, 20, 15, 10 cases. It also uses 5, 4, 3, 2, 1 messages from 1vs1. - Drop the 5sec timer at the end of a duel. - The two left tasks, CheckTask && StartTask, use scheduleGeneralAtFixedRate to avoid to generate tasks every seconds. Misc - Rework PartyMatchList, ExListPartyMatchingWaitingRoom serverpackets. SECOND PART WILL COME WHEN YOU WILL STOP TO BE LAZY AND PROVIDE ME AN L2OFF SERVER ACCESS
  20. Probably you set Debug mode to true or developer or similar. Check your configs.
  21. Yeah, it's not using skill as I see. Change the power and you are done.
  22. You wouldn't, I would simply answer you with similar way, I mean.. I would troll you :D
  23. RequestCancelRefine or w/e the name is packet, remove the fee :) You can use serch on eclipse and put the removal price, you will find it that way.
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