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FFs

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Everything posted by FFs

  1. It works fine for Hopzone (Tested) Topzone (Tested) and Hopzones (Tested) Thanx for share men. A question, the credits are for you or for L2JServer?
  2. Ok, thanx for the information HighOne :)
  3. I read a lot of post about aCis and i think you dont will have problems with aCis pack... If you need help just make a post.
  4. aCis, i alredy test it and is better than L2JFrozen Here's the project web: http://acis.i-live.eu/
  5. I think yes, but is not tested. You can test it by yourself.
  6. If the imports dont change at H5 update, the NPC with python will work.
  7. You are right, but if he is newbie (i'm not saying that) that pack will be the best for use. I'll test aCis pack.....
  8. But you can fix that, and is not difficult, and for me is the most popular pack working at now...
  9. You tested it? L2JServer Freya last rev
  10. I'll test it, and send you by PM the bugs. Thanx men :)
  11. You need to edit the imports too, because if the code dont find the files direction, it will not work
  12. L2JServer is fully configurable by yourself, i recommend it. And if you have errors or questions you can post here in MxC, we work with L2JServer Freya, at least me...
  13. L2JFrozen Interlude Web: http://l2jfrozen.com/ SVN: http://subversion.assembla.com/svn/L2jFrozenInterlude/trunk/ Timeline: http://www.assembla.com/spaces/L2jFrozenInterlude/stream
  14. By IP, its the same code who L2World use. You go to the website and vote, ingame you write ".getreward" or ".reward" and it gives you an item. You can configurate that item.
  15. That code is tested on L2JServer last rev Freya?
  16. I'll test it for L2JFreya, thanx.
  17. Tested? And works for L2JServer Freya?
  18. [share]My Vote Reward system (individual reward | Verry easy)+ how to install Individual reward.
  19. That's realy cool :D Thanx for share :)
  20. com.l2jserver.gameserver.Shutdown.java /* * This program is free software: you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation, either version 3 of the License, or (at your option) any later * version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License along with * this program. If not, see <http://www.gnu.org/licenses/>. */ package com.l2jserver.gameserver; import java.util.Collection; import java.util.logging.Level; import java.util.logging.Logger; import com.l2jserver.Config; import com.l2jserver.L2DatabaseFactory; import com.l2jserver.gameserver.datatables.ClanTable; import com.l2jserver.gameserver.datatables.OfflineTradersTable; import com.l2jserver.gameserver.instancemanager.CastleManorManager; import com.l2jserver.gameserver.instancemanager.CursedWeaponsManager; import com.l2jserver.gameserver.instancemanager.GlobalVariablesManager; import com.l2jserver.gameserver.instancemanager.GrandBossManager; import com.l2jserver.gameserver.instancemanager.ItemAuctionManager; import com.l2jserver.gameserver.instancemanager.ItemsOnGroundManager; import com.l2jserver.gameserver.instancemanager.QuestManager; import com.l2jserver.gameserver.instancemanager.RaidBossSpawnManager; import com.l2jserver.gameserver.model.L2World; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.entity.Hero; import com.l2jserver.gameserver.model.olympiad.Olympiad; import com.l2jserver.gameserver.network.L2GameClient; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.communityserver.CommunityServerThread; import com.l2jserver.gameserver.network.gameserverpackets.ServerStatus; import com.l2jserver.gameserver.network.serverpackets.ServerClose; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.util.Broadcast; /** * * This class provides the functions for shutting down and restarting the server * It closes all open clientconnections and saves all data. * * @version $Revision: 1.2.4.5 $ $Date: 2005/03/27 15:29:09 $ */ public class Shutdown extends Thread { private static Logger _log = Logger.getLogger(Shutdown.class.getName()); private static Shutdown _counterInstance = null; private int _secondsShut; private int _shutdownMode; public static final int SIGTERM = 0; public static final int GM_SHUTDOWN = 1; public static final int GM_RESTART = 2; public static final int ABORT = 3; private static final String[] MODE_TEXT = { "SIGTERM", "shutting down", "restarting", "aborting" }; /** * This function starts a shutdown countdown from Telnet (Copied from Function startShutdown()) * * @param ip IP Which Issued shutdown command * @param seconds seconds untill shutdown * @param restart true if the server will restart after shutdown */ private void SendServerQuit(int seconds) { SystemMessage sysm = SystemMessage.getSystemMessage(SystemMessageId.THE_SERVER_WILL_BE_COMING_DOWN_IN_S1_SECONDS); sysm.addNumber(seconds); Broadcast.toAllOnlinePlayers(sysm); } public void startTelnetShutdown(String IP, int seconds, boolean restart) { _log.warning("IP: " + IP + " issued shutdown command. " + MODE_TEXT[_shutdownMode] + " in " + seconds + " seconds!"); //_an.announceToAll("Server is " + _modeText[shutdownMode] + " in "+seconds+ " seconds!"); if (restart) { _shutdownMode = GM_RESTART; } else { _shutdownMode = GM_SHUTDOWN; } if (_shutdownMode > 0) { switch (seconds) { case 540: case 480: case 420: case 360: case 300: case 240: case 180: case 120: case 60: case 30: case 10: case 5: case 4: case 3: case 2: case 1: break; default: SendServerQuit(seconds); } } if (_counterInstance != null) { _counterInstance._abort(); } _counterInstance = new Shutdown(seconds, restart); _counterInstance.start(); } /** * This function aborts a running countdown * * @param IP IP Which Issued shutdown command */ public void telnetAbort(String IP) { _log.warning("IP: " + IP + " issued shutdown ABORT. " + MODE_TEXT[_shutdownMode] + " has been stopped!"); if (_counterInstance != null) { _counterInstance._abort(); Announcements _an = Announcements.getInstance(); _an.announceToAll("Server aborts " + MODE_TEXT[_shutdownMode] + " and continues normal operation!"); } } /** * Default constucter is only used internal to create the shutdown-hook instance * */ private Shutdown() { _secondsShut = -1; _shutdownMode = SIGTERM; } /** * This creates a countdown instance of Shutdown. * * @param seconds how many seconds until shutdown * @param restart true is the server shall restart after shutdown * */ public Shutdown(int seconds, boolean restart) { if (seconds < 0) { seconds = 0; } _secondsShut = seconds; if (restart) { _shutdownMode = GM_RESTART; } else { _shutdownMode = GM_SHUTDOWN; } } /** * get the shutdown-hook instance * the shutdown-hook instance is created by the first call of this function, * but it has to be registrered externaly. * * @return instance of Shutdown, to be used as shutdown hook */ public static Shutdown getInstance() { return SingletonHolder._instance; } /** * this function is called, when a new thread starts * * if this thread is the thread of getInstance, then this is the shutdown hook * and we save all data and disconnect all clients. * * after this thread ends, the server will completely exit * * if this is not the thread of getInstance, then this is a countdown thread. * we start the countdown, and when we finished it, and it was not aborted, * we tell the shutdown-hook why we call exit, and then call exit * * when the exit status of the server is 1, startServer.sh / startServer.bat * will restart the server. * */ @Override public void run() { if (this == SingletonHolder._instance) { try { if ((Config.OFFLINE_TRADE_ENABLE || Config.OFFLINE_CRAFT_ENABLE) && Config.RESTORE_OFFLINERS) OfflineTradersTable.storeOffliners(); } catch (Throwable t) { _log.log(Level.WARNING, "Error saving offline shops.",t); } try { disconnectAllCharacters(); _log.info("All players disconnected."); } catch (Throwable t) { // ignore } // ensure all services are stopped try { GameTimeController.getInstance().stopTimer(); } catch (Throwable t) { // ignore } // stop all threadpolls try { ThreadPoolManager.getInstance().shutdown(); } catch (Throwable t) { // ignore } try { CommunityServerThread.getInstance().interrupt(); } catch (Throwable t) { // ignore } try { LoginServerThread.getInstance().interrupt(); } catch (Throwable t) { // ignore } // last byebye, save all data and quit this server saveData(); // saveData sends messages to exit players, so shutdown selector after it try { GameServer.gameServer.getSelectorThread().shutdown(); } catch (Throwable t) { // ignore } // commit data, last chance try { L2DatabaseFactory.getInstance().shutdown(); } catch (Throwable t) { } // server will quit, when this function ends. if (SingletonHolder._instance._shutdownMode == GM_RESTART) { Runtime.getRuntime().halt(2); } else { Runtime.getRuntime().halt(0); } } else { // gm shutdown: send warnings and then call exit to start shutdown sequence countdown(); // last point where logging is operational :( _log.warning("GM shutdown countdown is over. " + MODE_TEXT[_shutdownMode] + " NOW!"); switch (_shutdownMode) { case GM_SHUTDOWN: SingletonHolder._instance.setMode(GM_SHUTDOWN); System.exit(0); break; case GM_RESTART: SingletonHolder._instance.setMode(GM_RESTART); System.exit(2); break; } } } /** * This functions starts a shutdown countdown * * @param activeChar GM who issued the shutdown command * @param seconds seconds until shutdown * @param restart true if the server will restart after shutdown */ public void startShutdown(L2PcInstance activeChar, int seconds, boolean restart) { if (restart) { _shutdownMode = GM_RESTART; } else { _shutdownMode = GM_SHUTDOWN; } _log.warning("GM: " + activeChar.getName() + "(" + activeChar.getObjectId() + ") issued shutdown command. " + MODE_TEXT[_shutdownMode] + " in " + seconds + " seconds!"); if (_shutdownMode > 0) { switch (seconds) { case 540: case 480: case 420: case 360: case 300: case 240: case 180: case 120: case 60: case 30: case 10: case 5: case 4: case 3: case 2: case 1: break; default: SendServerQuit(seconds); } } if (_counterInstance != null) { _counterInstance._abort(); } // the main instance should only run for shutdown hook, so we start a new instance _counterInstance = new Shutdown(seconds, restart); _counterInstance.start(); } /** * This function aborts a running countdown * * @param activeChar GM who issued the abort command */ public void abort(L2PcInstance activeChar) { _log.warning("GM: " + activeChar.getName() + "(" + activeChar.getObjectId() + ") issued shutdown ABORT. " + MODE_TEXT[_shutdownMode] + " has been stopped!"); if (_counterInstance != null) { _counterInstance._abort(); Announcements _an = Announcements.getInstance(); _an.announceToAll("Server aborts " + MODE_TEXT[_shutdownMode] + " and continues normal operation!"); } } /** * set the shutdown mode * @param mode what mode shall be set */ private void setMode(int mode) { _shutdownMode = mode; } /** * set shutdown mode to ABORT * */ private void _abort() { _shutdownMode = ABORT; } /** * this counts the countdown and reports it to all players * countdown is aborted if mode changes to ABORT */ private void countdown() { try { while (_secondsShut > 0) { switch (_secondsShut) { case 540: SendServerQuit(540); break; case 480: SendServerQuit(480); break; case 420: SendServerQuit(420); break; case 360: SendServerQuit(360); break; case 300: SendServerQuit(300); break; case 240: SendServerQuit(240); break; case 180: SendServerQuit(180); break; case 120: SendServerQuit(120); break; case 60: LoginServerThread.getInstance().setServerStatus(ServerStatus.STATUS_DOWN); //avoids new players from logging in SendServerQuit(60); break; case 30: SendServerQuit(30); break; case 10: SendServerQuit(10); break; case 5: SendServerQuit(5); break; case 4: SendServerQuit(4); break; case 3: SendServerQuit(3); break; case 2: SendServerQuit(2); break; case 1: SendServerQuit(1); break; } _secondsShut--; int delay = 1000; //milliseconds Thread.sleep(delay); if (_shutdownMode == ABORT) break; } } catch (InterruptedException e) { //this will never happen } } /** * this sends a last byebye, disconnects all players and saves data * */ private void saveData() { switch (_shutdownMode) { case SIGTERM: _log.info("SIGTERM received. Shutting down NOW!"); break; case GM_SHUTDOWN: _log.info("GM shutdown received. Shutting down NOW!"); break; case GM_RESTART: _log.info("GM restart received. Restarting NOW!"); break; } /*if (Config.ACTIVATE_POSITION_RECORDER) Universe.getInstance().implode(true);*/ // Seven Signs data is now saved along with Festival data. if (!SevenSigns.getInstance().isSealValidationPeriod()) SevenSignsFestival.getInstance().saveFestivalData(false); // Save Seven Signs data before closing. :) SevenSigns.getInstance().saveSevenSignsData(); SevenSigns.getInstance().saveSevenSignsStatus(); // Save all raidboss and GrandBoss status ^_^ RaidBossSpawnManager.getInstance().cleanUp(); _log.info("RaidBossSpawnManager: All raidboss info saved!!"); GrandBossManager.getInstance().cleanUp(); _log.info("GrandBossManager: All Grand Boss info saved!!"); _log.info("TradeController saving data.. This action may take some minutes! Please wait until completed!"); TradeController.getInstance().dataCountStore(); _log.info("TradeController: All count Item Saved"); ItemAuctionManager.getInstance().shutdown(); Olympiad.getInstance().saveOlympiadStatus(); _log.info("Olympiad System: Data saved!!"); Hero.getInstance().shutdown(); _log.info("Hero System: Data saved!!"); ClanTable.getInstance().storeClanScore(); _log.info("Clan System: Data saved!!"); // Save Cursed Weapons data before closing. CursedWeaponsManager.getInstance().saveData(); // Save all manor data CastleManorManager.getInstance().save(); // Save all global (non-player specific) Quest data that needs to persist after reboot QuestManager.getInstance().save(); // Save all global variables data GlobalVariablesManager.getInstance().saveVars(); //Save items on ground before closing if (Config.SAVE_DROPPED_ITEM) { ItemsOnGroundManager.getInstance().saveInDb(); ItemsOnGroundManager.getInstance().cleanUp(); _log.info("ItemsOnGroundManager: All items on ground saved!!"); } try { int delay = 5000; Thread.sleep(delay); } catch (InterruptedException e) { //never happens :p } } /** * this disconnects all clients from the server * */ private void disconnectAllCharacters() { Collection<L2PcInstance> pls = L2World.getInstance().getAllPlayers().values(); //synchronized (L2World.getInstance().getAllPlayers()) { for (L2PcInstance player : pls) { if (player == null) continue; //Logout Character try { L2GameClient client = player.getClient(); if (client != null && !client.isDetached()) { client.close(ServerClose.STATIC_PACKET); client.setActiveChar(null); player.setClient(null); } player.deleteMe(); } catch (Throwable t) { _log.log(Level.WARNING, "Failed logour char "+player, t); } } } } @SuppressWarnings("synthetic-access") private static class SingletonHolder { protected static final Shutdown _instance = new Shutdown(); } } You must edit this lines: Announcements _an = Announcements.getInstance(); _an.announceToAll("Server aborts " + MODE_TEXT[_shutdownMode] + " and continues normal operation!"); To your server name for example: Announcements _an = Announcements.getInstance(); _an.announceToAll("Lineage II YourServer aborts " + MODE_TEXT[_shutdownMode] + " and continues normal operation!"); And in: com.l2jserver.gameserver.network.SystemMessageId.java find this lines: /** * ID: 1<br> * Message: The server will be coming down in $1 seconds. Please find a safe place to log out. */ public static final SystemMessageId THE_SERVER_WILL_BE_COMING_DOWN_IN_S1_SECONDS; Edit this: Message: YourServerName will be coming down in $1 seconds. Please find a safe place to log out. Save and compile, thats all.
  21. Because you have another database, check the code tables and the database, the problem can be the database tables dont have the same name who the code's have, so check it. You use Freya or Interlude? and what pack did you use?
  22. I think yes, its a pawnviewer, but i never used it, and i think is for test things like armors and skills right? If i'm bad informed tell me
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