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Posted (edited)
4 minutes ago, Kara` said:

We said the same thing using different words. Seem like hikari is the way to go in terms of management of connection but speaking of speed the difference is small i don't see why you wrote "if thats what you understood". I didn't say it's trash i said back when i tried it, it had many problems. (in 2016 or so i can't remember exactly) and i didn't notice any difference. Maybe i didn't knew for the con handling performance and i just tried to compare speed.

No we did not say the same thing. It is faster. Way faster. You need scale to see the difference. An l2 server is not scale. It merely scratches the surface because it's fairly conservative with it's sql connections. You also won't see a noticeable (or any) difference if you remove the CP all together and you add proper connector configuration.

 

The fact that you had problems doesn't mean that it doesn't work. You also can't understand Go but that doesn't make it a bad programming language. You clearly had no clue in configuring it. Sometimes, it's better to say "I don't know" instead of spitting false statements.

Edited by Elfocrash
Posted
Just now, Elfocrash said:

No we did not say the same thing. It is faster. Way faster. You need scale to see the difference. An l2 server is not scale. It merely scratches the surface because it's fairly conservative with it's sql connections. You also won't see a difference if you remove the CP all together and you add proper connector configuration.

 

The fact that you had problems doesn't mean that it doesn't work. You also can't understand Go but that doesn't make it a bad programming language. You clearly had no clue in configuring it. Sometimes, it's better to say "I don't know" instead of spitting false statements.

You need to re-read again what i said. I wrote exactly that i didn't check configurations which mean back then i wasn't aware of it (Yes in your language i wasn't experienced with this custom library and didn't make research), and i just check the speed. And in a platform like L2 the results are less than 2%. Maybe or for sure in a web-app which handles huge amount of connections per second would make huge difference but Lineage barely handles any sql executions (Unelss it's trash server).

 

Still my opinion around L2 is not "out of the question" from my perspective cause the usage is small. For sure hikari seems to handle performance way better even in details like warnings e.t.c)

Posted

i cant register in forum it says "The letters you typed don't match the letters that were shown in the picture."

but i write everything correct

Posted
19 minutes ago, aris96 said:

i cant register in forum it says "The letters you typed don't match the letters that were shown in the picture."

but i write everything correct

well the forum is a bit outdated i think it will be fixed soon.

Posted
1 hour ago, aris96 said:

i cant register in forum it says "The letters you typed don't match the letters that were shown in the picture."

but i write everything correct

try now :) 

 

 

thanks guys :)

Posted

You copied the GNU licence of L2JUnity when you copied-pasted the knownlist system.

 

https://app.assembla.com/spaces/l2hellas/subversion/commits/535

 

L2WorldRegion.java

This file is part of L2J Unity.

 

Posted (edited)
5 minutes ago, Tryskell said:

You copied the GNU licence of L2JUnity when you copied-pasted the knownlist system.

 

https://app.assembla.com/spaces/l2hellas/subversion/commits/535

 

L2WorldRegion.java


This file is part of L2J Unity.

 

You can leave a comment in the forum or in assembla commit, this topic is only for updates, and news, you should know that.

Edited by Nightw0lf
Posted
Just now, Nightw0lf said:

You can leave a comment in the forum or in assembla commit this topic is only for updates, and news, you should know that.

I'd say the mxc topic is a fairly good place to leave comments for such things as well. Highly doubt anybody would log in 2 other platforms for some feedback.

Posted (edited)
13 minutes ago, Nightw0lf said:

You can leave a comment in the forum or in assembla commit, this topic is only for updates, and news, you should know that.

 

There's 95% of posts to delete in this topic if I can't make a remark about the project. And I don't have time to create a forum account and a post which will be instantly deleted.

 

Also, since your timeline is public : you should split updates per revision for easier rollback . It's actually wrong to commit one big load of changes per revision. I was doing it myself for historical revision (and I did it wrong for a long time), in order one revision = one changeset, but it's actually a burden if you got things to rollback, or to analyze what you commit.

 

Since few years already, I commit one idea per revision, and a changeset is a bundle of multiple revisions. It's way easier to find back issues, or revert a specific feature. If you give decent SVN description for each of your commit, you can easily track down things.

 

It also avoids issues, since things are seperated/compartmentalized.

 

Just an hint.

Edited by Tryskell
Posted
7 hours ago, Tryskell said:

 

There's 95% of posts to delete in this topic if I can't make a remark about the project. And I don't have time to create a forum account and a post which will be instantly deleted.

 

Also, since your timeline is public : you should split updates per revision for easier rollback . It's actually wrong to commit one big load of changes per revision. I was doing it myself for historical revision (and I did it wrong for a long time), in order one revision = one changeset, but it's actually a burden if you got things to rollback, or to analyze what you commit.

 

Since few years already, I commit one idea per revision, and a changeset is a bundle of multiple revisions. It's way easier to find back issues, or revert a specific feature. If you give decent SVN description for each of your commit, you can easily track down things.

 

It also avoids issues, since things are seperated/compartmentalized.

 

Just an hint.

i never delete or i will delete any post. :) i will think about your suggestion. thanks tk :)

 

 

  • 7 months later...
Posted (edited)

L2JHellas updates:


Rework: 
unhardcodedSound(Reworkedfroml2j),RequestConfirmGemStone,RequestConfirmRefinerItem,

RequestConfirmTargetItem from l2j Friend system,Blocklist(dont forget to update your database).
L2GamePackHandler rework :)
Duel,commandchannel rework
Auto Equip System unhardcoded.
unhardcoded RequestShortCutReg.
player fishing.
deleted all fishing zones,only 2 fishing places,giran-gludio fishing places.
When player enter in a fishing zone a auestion mark appears(instructions about fishing).

fix:
change partyroom leader,
CommunityBoard date-stuck, thanks Cupido :)
ZODIAC event fixes +typo thanks JMD for report :)
movement+follow improvement with geodata.
logout fix thanks to JMD,
title space fix(no space allowed)
cp-hp-mp regeneration calculate,miss calculate,karma calculate,serverlist status,message correction when xp-sp added.
forgeofgods reports: Fix Attack in peacezone,z location waterstate check,guards attack pk players,deodata-world map dimensions.
forgeofgods reports: fix quest bug.
Npefix:L2AttackableAi.
forgeofgods reports: fix Adventure Guildsman.
Added check to avoid multiple broadcast social action when interact with npc.
Removed ValidateLocation to avoid "jumps" ValidateLocation sent only when player client position is wrong.
Racetrack teleport fix.
7sDungeon teleport fix.
SocialAction now send on every player in radius.
Implement SocialAction Floodprotector.
ObserverMode spawn fix.
onIntentionActive is now set player to active,implement nextaction.
onEvtReadyToAct implement nextaction.
Guards can attack karma players inside towns.
Npe in autoattackstart
AttackStanceTaskManager avoid to check for cubis if cubics are not active.
summon add attackstance when owner attacked.
add pvp status(summon-owner) when casting Offensive skill on player outside of pvp zone.
Owner: add attackstance when summon hit a target or pet get attacked.
Augmentation skill level. thanks apollo19.
Admin addAnnouncement npe.
Mobs return home if too far from spawn point.
prevent to attack invisible chars.
L2GamePacketHandler fix arrayoutofbound-npe.
build file(Requirements) removed check for subversion. thanks to forgeofgods.
Mobs now can forgetobjects correctly.

deleted: 
Removed some unused configs.
double boats and moved inside /quests/vehicles
LogChat-logItems
double flood protector,PacketHistory,Javolution.
Deleted double classrace(classid)-playerrace.
Deleted unused IL2EntryProcedure,IL2Procedure.
FishingZoneManager.

Implement:
CastleTraps part1 for tests,NextAction.
Fence system.
BossForever xml Extractable Items patch.
flood protector checks.
Augmentation in shortcuts,and update shortcut when delete-add augmentation.
packets flood protection.(from l2j).
WaterZoneManager to hold information for fishing waterzone to avoid searching all over the zones about it.

Organization-improvements:
npc randomAnimation,PvpFlag.
deleted old knownlist system(new system still in test mode but working well until now) :)
doors,zones,walkers,packets,configs clean up and rework. almost 25-35% has been reworked
ShortCutpackets: removed switch case, no need since its only 1-3 cases.
castle doors are hp avaible only in siege,also removed double packet send, no need since doorstatusupdate got already those packets.
unhardcoded RequestQuestAbort.
Action removed switch case, no need since its only 1-3 cases.
FriendInvite:added 2 check to avoid double invite - invite self.
Emum moved inside gameserver.emum package.

NpcData move in datatables.sql.
Xml datatables are now loading with parser.

Misc.
MagicUseTask enabled printStackTrace to check for errors

 

Revision 544-545

implement Elfocrash L2jRoboto FakePlayer engine.
Fix:
Attack animation thanks to forgeofgods

Implement forgeofgods patch:
deleted unused libs, changed MySQL databasefactory, as it dont have problem for any MySQL version, removed loggerfactory and replaced with java logger,roboto moved inside extensions,npe attack fix.

Revision 546:
Fix:
Bow attack range.
l2off like: on action player is following the target and attack only if target is attackable or control pressed.
l2off like: you give only one hit if the player is not autoattackable.
l2off like: when stun effect finish player stop following target.
player equipped with cursed weapon can't use resurrection scrolls.
EnterWorld exploit fix thanks to Tryskell.
UseItem exploit fix thanks to Tryskell.
FakePlayer implement resurrection action 
when a fake player will go to vilage his AI will change(2 random ai's enchanter-walker.)

Revert mysqlconnector 1.33.

Organization:
L2ArmorType,L2EtcItemType,L2WeaponType moved inside emum package

 

Revision 547:

Fix:
Revert: Drop item l2off like thanks forgeofgods for report.
GmOnly server status. thanks Anderuimm for report.
Missing Config for PremiumRateDropAdena.
smallfix for hellasinfo from forgeofgods.
Clan pledge status fix. 

Cleanup-delete:
some custom-unused configs 
for example pvp-pk color system, no need since the rank system exist. 
rank system will be the main pvp custom engine.
ExperienceData xml removed,no need since implemented a better way.
Voiced commands removed:ClCmd, MailCmd(and the custom mail system),
SetCmd,StatCmd(no need since rank system exist),
L2AccountManagerInstance.
and lot of more has been removed.


Rework:Polymorph,Team,Charinfo packet.

 

Revision 548:

Implement 255 tutorial.
Fix:
chasing attack thanks to forgeofgods for report.

Clean up and fix for 2000++ warnings, sql leaks-simple warnings for java 8.


Revision 549:
update mysql connector.


Revision 550;
Fix:
Summon stuck.
Boat thanks cyberwar for report
Update summon xyz in boat.
Teleport to location instant close active trade.
Dual-normal-bow Attack calculate.
doRevive player revive first then restore exp/sp stats

Cleanup:
Minor cleanup on formulas.

 

http://l2jhellas.com/

l2jhellas its free and always will be free

Edited by AbsolutePower
  • 2 months later...
Posted

new updates :) 

i post here cause hellas is not listed in private projects(already asked)


Fix:
-Owner Summon animation.
-pvp damage in pease zone.
-l2off like npc interaction rotate the player to face the npc
-The infamous "Air" phx script fix.
-CastleManager npe.
-onMagicFinalizer npe 
-attacking monsters circling the player
removed rnd and added a check to avoid nearby mobs around the player without any sense.

-player speed to synchronize with server-client.
-when using delux key if there is no Success chests attack before decaying.
-deathpenalty and player exp percent lost close enough to official,removed delevel config, and now 
player lvl > 9 and without lucky skill, on die loosing exp. 
there are some exceptions for example: can't lose exp in pvparena-siege participants inside siege zone etc.
also added a emum(PlayerExpLost) to avoid hardcode.

Rework:
ItemsAutoDestroy
SkillTreeData
FleeingNPCs are correctly working(Rabbit-Elpy)

Clean up:
SpawnTable
L2Spawn:removed spawnlistener
HitMan config.
Champion config delete, champion are now static in core(config.java) you can modify it there.
NpcBufferTable
NpcBufferInstance
BuffTemplateTable
NpcBufferSkillIdsTable

Quests:

Added:
Config to enable-disable FakePlayer system
Q114_ResurrectionOfAnOldManager, thanks to BossForever.
Q333_HuntOfTheBlackLion, thanks to BossForever.

Q334_TheWishingPotion.
Q335_TheSongOfTheHunter.
Q336_CoinsOfMagic.


 

Posted
44 minutes ago, AbsolutePower said:

new updates :) 

i post here cause hellas is not listed in private projects(already asked)


Fix:
-Owner Summon animation.
-pvp damage in pease zone.
-l2off like npc interaction rotate the player to face the npc
-The infamous "Air" phx script fix.
-CastleManager npe.
-onMagicFinalizer npe 
-attacking monsters circling the player
removed rnd and added a check to avoid nearby mobs around the player without any sense.

-player speed to synchronize with server-client.
-when using delux key if there is no Success chests attack before decaying.
-deathpenalty and player exp percent lost close enough to official,removed delevel config, and now 
player lvl > 9 and without lucky skill, on die loosing exp. 
there are some exceptions for example: can't lose exp in pvparena-siege participants inside siege zone etc.
also added a emum(PlayerExpLost) to avoid hardcode.

Rework:
ItemsAutoDestroy
SkillTreeData
FleeingNPCs are correctly working(Rabbit-Elpy)

Clean up:
SpawnTable
L2Spawn:removed spawnlistener
HitMan config.
Champion config delete, champion are now static in core(config.java) you can modify it there.
NpcBufferTable
NpcBufferInstance
BuffTemplateTable
NpcBufferSkillIdsTable

Quests:

Added:
Config to enable-disable FakePlayer system
Q114_ResurrectionOfAnOldManager, thanks to BossForever.
Q333_HuntOfTheBlackLion, thanks to BossForever.

Q334_TheWishingPotion.
Q335_TheSongOfTheHunter.
Q336_CoinsOfMagic.


 

 

Drop https://subversion.assembla.com/svn/l2hellas/trunk/L2JHellasC/java/com/l2jhellas/gameserver/model/L2CharPosition.java and replace it with ILocational  & the whole custom content need drop and re-add. I suggest you turn it into a "freemium" project like tryskell did and pay attention on the codes. Ex. L2CasinoInstance it's written very poorly with else if else if else if for 1 bypass that can carry itemId, count variable & the hardcoded htmls + the casino1, casino2, casino007. 

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