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Posted (edited)

Hi

 

I have made a very cool system to hold condiitons(for item usage, skill usage and other things) that makes it very easy to add next condition with minimum amount of code required, but using reflection is required in order to make it work. I am wondering what would be a nice way to do it with lambda, which would increase performance speed drastically.

Quote

package l2.gameserver.stats.condition.impl;

import l2.gameserver.model.Creature;
import l2.gameserver.model.Skill;
import l2.gameserver.model.Zone;
import l2.gameserver.stats.condition.CreatureConditionGroup;
import l2.gameserver.stats.condition.param.IntParam;
import l2.gameserver.stats.condition.param.NullableParam;
import l2.gameserver.stats.condition.param.Param;
import l2.gameserver.stats.condition.param.StringParam;

public class CreatureConditions implements CreatureConditionGroup<Creature>
{
   @Override
   public Class<Creature> getActorType()
   {
      return Creature.class;
   }
   
   @Override
   public boolean testActor(Creature actor)
   {
      return true;
   }
   
   
   
   public static boolean level(Creature actor,
                        @Param(name = "min") int min,
                        @Param(name = "max") int max)
   {
      int level = actor.getLevel();
      if(min > level)
         return false;
      if(max < level)
         return false;
      return true;
   }
   
   public static boolean dead(Creature actor)
   {
      return actor.isDead();
   }
   
   public static boolean inCombat(Creature actor)
   {
      return actor.isInCombat();
   }
   
   public static boolean hasSkill(Creature actor,
                        @Param(name = "id") int id,
                        @IntParam(name = "level", def = -1) int level)
   {
      Skill skill = actor.getKnownSkill(id);
      if(skill == null)
         return false;
      return skill.getLevel() >= level;
   }
   
   public static boolean zone(Creature actor, 
                        @StringParam(name = "name", def = "") String zone, 
                        @NullableParam(name = "type") Zone.ZoneType type)
   {
      if(!zone.isEmpty())
      {
         if(!actor.isInZone(zone))
            return false;
      }
      if(type != null)
      {
         if(!actor.isInZone(type))
            return false;
      }
      return true;
   }
}

 

This is one of the classes holding condition. For example adding zone method is the only thing required to be done in source in order to have

<zone name="zone_name_here" type="peace_zone/>

condition be added to xmls

 

That's how I run the method:

Quote

package l2.gameserver.stats.condition;

import l2.gameserver.model.Creature;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;

import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;
import java.util.List;

public final class ConditionInvoker
{
   private static final Logger _log = LoggerFactory.getLogger(ConditionInvoker.class);
   
   private ConditionInvoker()
   {}
   
   public static boolean test(String conditionName, Creature actor, List<Object> parameters)
   {
      Condition condition = ConditionsHolder.getInstance().getCondition(conditionName, actor != null);
      Method method = condition.getMethod();
      try
      {
         return (boolean) method.invoke(null, createParameters(actor, condition, parameters));
      }
      catch(IllegalAccessException | InvocationTargetException e)
      {
         _log.error("Error while invoking method \"" + conditionName + "\"", e);
         return false;
      }
   }
   
   private static Object[] createParameters(Creature actor, Condition condition, List<Object> parameters)
   {
      int actorSize = condition.isActorRequired() ? 1 : 0;
      Object[] result = new Object[parameters.size() + actorSize];
      if(actorSize > 0)
         result[0] = actor;
      
      for(int i = 0; i < parameters.size();i ++)
      {
         result[i + actorSize] = parameters.get(i);
      }
      
      return result;
   }
}

 

ConditionsHolder class is holding all methods, their parameters etc. The problem is that reflections are slow, so I am looking for the best way to make it with lambdas.

 

Any ideas?

Edited by vampir

11 answers to this question

Recommended Posts

  • 0
Posted

Something like this ?

 

package drake.aepvp.model.enums;

import drake.aepvp.drivers.PlayerDriver;
import drake.aepvp.model.interfaces.Getter;

public enum PlayerParser
{
	//event
	event_Kills(PlayerDriver::getEventKills),
	event_Deaths(PlayerDriver::getEventDeaths),
	event_Flags(PlayerDriver::getEventFlags),
	event_Spree(PlayerDriver::getEventSpree),
	event_Top(PlayerDriver::getEventPosition),
	event_AFK(PlayerDriver::getEventAFKSeconds),
	event_DamageDealt(PlayerDriver::getEventDamageDealt),
	event_DamageTaken(PlayerDriver::getEventHealingDone),
	event_HealingDone(PlayerDriver::getEventHealingDone),
	event_FastRegister(PlayerDriver::getEventRegistrationPosition),
	
	player_PvP(PlayerDriver::getPlayerPvPs),
	player_PK(PlayerDriver::getPlayerPKs),
	player_LvL(PlayerDriver::getPlayerLevel),
	player_Fame(PlayerDriver::getPlayerFame),
	player_Sex(PlayerDriver::getPlayerSex),
	player_Race(PlayerDriver::getPlayerRace),
	
	//clan
	clan_OnlineCount(PlayerDriver::getClanOnlineCount),
	clan_Rep(PlayerDriver::getClanReputation),
	clan_LvL(PlayerDriver::getClanLevel),
	clan_Size(PlayerDriver::getClanSize),
	
	//party
	party_Size(PlayerDriver::getPartySize),
	party_Healers(PlayerDriver::getPartyHealersCount),
	party_TotalPvP(PlayerDriver::getPartyTotalPvPs),
	party_TotalPK(PlayerDriver::getPartyTotalPKs);
	
	private final Getter<PlayerDriver> _eventGetter;

	private PlayerParser(Getter<PlayerDriver> eventGetter)
	{
		_eventGetter = eventGetter;
	}

	public int getValue(PlayerDriver playerData)
	{
		return _eventGetter.getValue(playerData);
	}
}

 

package drake.aepvp.model.interfaces;

import java.util.LinkedHashSet;
import java.util.Set;

public interface Getter<E>
{
	public LinkedHashSet<Getter<?>> getters = new LinkedHashSet<>();
	
	int getValue(E data);
	
	static void add(Getter<?> getter)
	{
		getters.add(getter);
	}
	
	public static Set<Getter<?>> values()
	{
		return getters;
	}
}

 

XML parser:

 

								if ("require".equalsIgnoreCase(n6.getNodeName()))
								{
									Requirement firstReq = null;
									for (PlayerParser det : PlayerParser.values())
									{
										final String[] nodeName = det.toString().split("_");
										final Node detNode = nnm3.getNamedItem(nodeName[0] + nodeName[1]);
										final Node noMsgNode = nnm3.getNamedItem("msg");
										final String noMsg = noMsgNode == null ? null : noMsgNode.getNodeValue();
										if (detNode != null)
										{
											final Requirement req = new Requirement(det, detNode.getNodeValue(), noMsg);
											if (firstReq == null)
												firstReq = req;
											else
												firstReq.attachReq(req);
										}
									}
									if (firstReq != null)
										reqs.add(firstReq);
								}

 

Something like that? Thats how I parse requirement conditions on my private event engine

  • 0
Posted (edited)

Yes I was thinking about that, but it has following drawbacks:

1. Each method would require position in enum

2. Each method will need to have 1 parameter which will be holder for all parameters, so for example level method will look like this:

Quote

public static boolean level(Creature actor, ParameterHolder parameters)
   {
      int level = actor.getLevel();
      if(parameters.getInteger("min") > level)
         return false;
      if(parameters.getInteger("max) < level)
         return false;
      return true;
   }

 

3. If I want to use this inside core(which doesn't have xml schema which blocks invalid parameter names), error will be shown only when method is executed

 

Any other thoughts?

Edited by vampir
  • 0
Posted

Yeah, I think some sort of annotation processing is the best way to do it. Thanks for the code

  • 0
Posted
33 minutes ago, ImBatman said:

You won't notice any difference. Sure reflection is way slower but the code must be really tough and heavy. In modern machines milliseconds is just too low to be noticed. We not use 1 core systems anymore. Most of PC's are using 4-8-12 cores e.t.c which make even reflection run in less than 1 ms no matter what.

 

But in case you want to explore a bit with lambdas download this jar: https://files.fm/u/z39ca69u

and use this:

 


Method method = MyClass.class.getDeclaredMethod("myStaticMethod", int.class, Integer.class); //Regular reflection call
Lambda lambda = LambdaFactory.create(method);  

 

 

Reflection has big overhead, the above code has big latency disadvantage, you should really benchmark it

  • 0
Posted

For my event engine I've ended up with something like this, I wanted something reflaction-like

 

Quote

package drake.aepvp.model.interfaces;

public interface IIdentifier
{
    public static enum BooleanIdentifier implements IIdentifier
    {
        WORLD__IS_CHAOS,
        WORLD__IS_STATIC_TELEPORT,
        
        HANDLE__PLAYER_PVP,
        HANDLE__PLAYER_RESPAWN,
        HANDLE__PLAYER_PARTY_INVITE,
        HANDLE__PLAYER_TO_VILLAGE,
        HANDLE__PLAYER_DEATH,
        HANDLE__PLAYER_NPC_INTERACT,
        HANDLE__PLAYER_CLAN_ALLY,
        
        PLAYER__ALLOW_SKILL,
        PLAYER__ALLOW_ITEM,
        PLAYER__ALLOW_PVP,
        PLAYER__ALLOW_DIE_PANEL,
        PLAYER__ALLOW_SEE_PLAYER,
        PLAYER__ALLOW_ESCAPE,
        PLAYER__ALLOW_TELEPORT,
        
        PLAYER__IS_IN_HEALZONE,
        PLAYER__IS_DISGUISED,
        PLAYER__USE_ITEM,
        PLAYER__IS_FREE_BUFFERHEAL;
    }
    
    public static enum ActionIdentifier implements IIdentifier
    {
        PLAYER__ON_RECONNECT,
        PLAYER__ON_EXIT,
        PLAYER__ON_WORLD_ENTER,
        PLAYER__ON_WORLD_EXIT,
        PLAYER__ON_TO_VILLAGE,
        PLAYER__ON_RESPAWN,
        PLAYER__ON_DEATH,
        PLAYER__ON_DAMAGE_DEALT,
        PLAYER__ON_HEALING_DONE,
        PLAYER__ON_REVIVE_MADE,
        
        PLAYER__REQUEST_TEAM_INFO,
        
        CHARACTER__ON_DIE;
    }
    
    public static enum IntIdentifier implements IIdentifier
    {
        PLAYER__GET_CLAN_CREST_ID,
        PLAYER__GET_CLAN_ID,
        PLAYER__GET_ALLY_CREST_ID,
        PLAYER__GET_ALLY_ID,
        PLAYER__GET_AGGRO_RADIUS,
        PLAYER__GET_PVP_FLAG,
        PLAYER__GET_NAME_COLOR,
        PLAYER__GET_RELATION;
    }
    
    public static enum StringIdentifier implements IIdentifier
    {
        PLAYER__GET_NAME,
        PLAYER__GET_TITLE;
    }
    
    public static enum FloatIdentifier implements IIdentifier
    {
        PLAYER__GET_HEALING_CHANGE,
        PLAYER__GET_DAMAGE_CHANGE;
    }
}
 

 

Quote

package drake.aepvp.model.controlers;

import static drake.aepvp.util.EventUtils.ret0;
import static drake.aepvp.util.EventUtils.ret1f;
import static drake.aepvp.util.EventUtils.retfalse;
import static drake.aepvp.util.EventUtils.rettrue;

import java.util.HashMap;

import drake.aepvp.model.InfoPackage;
import drake.aepvp.model.interfaces.IIdentifier;
import drake.aepvp.model.interfaces.IIdentifier.ActionIdentifier;
import drake.aepvp.model.interfaces.IIdentifier.BooleanIdentifier;
import drake.aepvp.model.interfaces.IIdentifier.FloatIdentifier;
import drake.aepvp.model.interfaces.IIdentifier.IntIdentifier;
import drake.aepvp.model.interfaces.IIdentifier.StringIdentifier;
import drake.aepvp.model.interfaces.IInfoPackager;
import drake.aepvp.model.interfaces.IInfoPackager.IActionPackager;
import drake.aepvp.model.interfaces.IInfoPackager.IBooleanPackager;
import drake.aepvp.model.interfaces.IInfoPackager.IFloatPackager;
import drake.aepvp.model.interfaces.IInfoPackager.IIntPackager;
import drake.aepvp.model.interfaces.IInfoPackager.IStringPackager;

public class PackageManager
{
    final HashMap<IIdentifier, IInfoPackager> activePackages = new HashMap<>();
    
    public PackageManager()
    {    

    }
    
    public static PackageManager withDefaultSettings()
    {
        return new PackageManager()
        {{    /** default world settings **/
            pack(BooleanIdentifier.WORLD__IS_CHAOS, retfalse);
            pack(BooleanIdentifier.WORLD__IS_STATIC_TELEPORT, rettrue);
            
            pack(BooleanIdentifier.HANDLE__PLAYER_DEATH, retfalse);
            pack(BooleanIdentifier.HANDLE__PLAYER_NPC_INTERACT, retfalse);
            pack(BooleanIdentifier.HANDLE__PLAYER_PARTY_INVITE, retfalse);
            pack(BooleanIdentifier.HANDLE__PLAYER_PVP, retfalse);
            pack(BooleanIdentifier.HANDLE__PLAYER_RESPAWN, retfalse);
            pack(BooleanIdentifier.HANDLE__PLAYER_TO_VILLAGE, retfalse);
            pack(BooleanIdentifier.HANDLE__PLAYER_CLAN_ALLY, retfalse);
            
            pack(BooleanIdentifier.PLAYER__ALLOW_DIE_PANEL, rettrue);
            pack(BooleanIdentifier.PLAYER__ALLOW_ESCAPE, rettrue);
            pack(BooleanIdentifier.PLAYER__ALLOW_ITEM, rettrue);
            pack(BooleanIdentifier.PLAYER__ALLOW_PVP, rettrue);
            pack(BooleanIdentifier.PLAYER__ALLOW_SEE_PLAYER, rettrue);
            pack(BooleanIdentifier.PLAYER__ALLOW_SKILL, rettrue);
            pack(BooleanIdentifier.PLAYER__ALLOW_TELEPORT, rettrue);
            
            pack(BooleanIdentifier.PLAYER__IS_DISGUISED, retfalse);
            pack(BooleanIdentifier.PLAYER__IS_FREE_BUFFERHEAL, rettrue);
            pack(BooleanIdentifier.PLAYER__IS_IN_HEALZONE, retfalse);
            
            
            pack(FloatIdentifier.PLAYER__GET_DAMAGE_CHANGE, ret1f);
            pack(FloatIdentifier.PLAYER__GET_HEALING_CHANGE, ret1f);
            
            pack(IntIdentifier.PLAYER__GET_AGGRO_RADIUS, ret0);
            pack(IntIdentifier.PLAYER__GET_PVP_FLAG, ret0);
        }};
    }
    
    public final boolean packs(IIdentifier identifier)
    {    return activePackages.containsKey(identifier);
    }
    
    public void pack(BooleanIdentifier identifier, IBooleanPackager booleanPackager)
    {    activePackages.put(identifier, booleanPackager);
    }
    
    public void pack(IntIdentifier identifier, IIntPackager intPackager)
    {    activePackages.put(identifier, intPackager);
    }
    
    public void pack(FloatIdentifier identifier, IFloatPackager floatPackager)
    {    activePackages.put(identifier, floatPackager);
    }    
    
    public void pack(StringIdentifier identifier, IStringPackager stringPackager)
    {    activePackages.put(identifier, stringPackager);
    }
    
    public void pack(ActionIdentifier identifier, IActionPackager actionPackager)
    {    activePackages.put(identifier, actionPackager);
    }
    
    public boolean get(final BooleanIdentifier funcId, InfoPackage infoPackage)
    {    return ((IBooleanPackager) activePackages.get(funcId)).unpack(infoPackage);
    }
    
    public int get(final IntIdentifier funcId, InfoPackage infoPackage)
    {    return ((IIntPackager) activePackages.get(funcId)).unpack(infoPackage);
    }
    
    public float get(final FloatIdentifier funcId, InfoPackage infoPackage)
    {    return ((IFloatPackager) activePackages.get(funcId)).unpack(infoPackage);
    }
    
    public String get(final StringIdentifier funcId, InfoPackage infoPackage)
    {    return ((IStringPackager) activePackages.get(funcId)).unpack(infoPackage);
    }
    
    public void get(final ActionIdentifier funcId, InfoPackage infoPackage)
    {    
        if (packs(funcId))
            ((IActionPackager) activePackages.get(funcId)).unpack(infoPackage);
    }
    
    public boolean isPacked(final ActionIdentifier funcId)
    {
        return activePackages.get(funcId) != null;
    }
}

 

 

Quote

package drake.aepvp.instance;


import drake.aepvp.model.InfoPackage;
import drake.aepvp.model.controlers.PackageManager;
import drake.aepvp.model.enums.WorldState;
import drake.aepvp.model.interfaces.IIdentifier;
import drake.aepvp.model.interfaces.IIdentifier.ActionIdentifier;
import drake.aepvp.model.interfaces.IIdentifier.BooleanIdentifier;
import drake.aepvp.model.interfaces.IIdentifier.FloatIdentifier;
import drake.aepvp.model.interfaces.IIdentifier.IntIdentifier;
import drake.aepvp.model.interfaces.IIdentifier.StringIdentifier;
import drake.aepvp.model.interfaces.IInfoPackager.IActionPackager;
import drake.aepvp.model.interfaces.IInfoPackager.IBooleanPackager;
import drake.aepvp.model.interfaces.IInfoPackager.IFloatPackager;
import drake.aepvp.model.interfaces.IInfoPackager.IIntPackager;
import drake.aepvp.model.interfaces.IInfoPackager.IStringPackager;
import l2.ae.pvp.gameserver.model.L2Object;
import l2.ae.pvp.gameserver.model.actor.instance.L2PcInstance;

public abstract interface IWorld
{
    public default String getId()
    {
        return toString();
    }
    
    public default WorldState getState()
    {
        return WorldState.INACTIVE;
    }
    
    public default void onAssign(L2Object object)
    {
        final L2PcInstance actor = object.getActingPlayer();
        if (actor != null)
            onEnter(actor);
    }
    
    public default void onRemove(L2Object object)
    {
        final L2PcInstance actor = object.getActingPlayer();
        if (actor != null)
            onExit(actor);
    }
    
    public default void onEnter(final L2PcInstance player) {};
    public default void onExit(final L2PcInstance player) {};
    
    public default void inject(final L2PcInstance player) {};
    public default void eject(final L2PcInstance player) {};
    public default void spawn(final L2PcInstance player) {};
    
    public PackageManager getPackageManager();
    
    public default boolean handles(IIdentifier identifier)
    {    return getPackageManager().packs(identifier);
    }
    
    public default void pack(BooleanIdentifier identifier, IBooleanPackager booleanPackager)
    {     getPackageManager().pack(identifier, booleanPackager);
    }
    
    public default void pack(IntIdentifier identifier, IIntPackager intPackager)
    {    getPackageManager().pack(identifier, intPackager);
    }
    
    public default void pack(FloatIdentifier identifier, IFloatPackager floatPackager)
    {    getPackageManager().pack(identifier, floatPackager);
    }    
    
    public default void pack(StringIdentifier identifier, IStringPackager stringPackager)
    {    getPackageManager().pack(identifier, stringPackager);
    }
    
    public default void pack(ActionIdentifier identifier, IActionPackager actionPackager)
    {    getPackageManager().pack(identifier, actionPackager);
    }
    
    public default boolean get(final BooleanIdentifier funcId, InfoPackage infoPackage)
    {    return getPackageManager().get(funcId, infoPackage);
    }
    
    public default int get(final IntIdentifier funcId, InfoPackage infoPackage)
    {    return getPackageManager().get(funcId, infoPackage);
    }
    
    public default float get(final FloatIdentifier funcId, InfoPackage infoPackage)
    {    return getPackageManager().get(funcId, infoPackage);
    }
    
    public default String get(final StringIdentifier funcId, InfoPackage infoPackage)
    {    return getPackageManager().get(funcId, infoPackage);
    }
    
    public default void act(final ActionIdentifier funcId, InfoPackage infoPackage)
    {    getPackageManager().get(funcId, infoPackage);
    }

}

 

//child implementantion

Quote

    /** PACKAGES ***************************************************/
    {//feed the package manager
        pack(BooleanIdentifier.WORLD__IS_STATIC_TELEPORT, (pack) -> _template.isStaticTeleport());
        pack(BooleanIdentifier.WORLD__IS_CHAOS, this::p_worldIsChaos);
        pack(BooleanIdentifier.PLAYER__IS_DISGUISED, this::p_playerIsDisguised);
        pack(BooleanIdentifier.PLAYER__ALLOW_SKILL, this::p_playerAllowSkill);
        pack(BooleanIdentifier.PLAYER__ALLOW_ITEM,  this::p_playerAllowItem);
        
        pack(ActionIdentifier.CHARACTER__ON_DIE, this::p_characterOnDie);
    }
    
    private final boolean p_worldIsChaos(final InfoPackage infoPackage)
    {    return worldIsChaos(infoPackage.getPlayer());
    }
    
    private final boolean p_playerIsDisguised(final InfoPackage infoPackage)
    {    return playerIsDisguised(infoPackage.getPlayer(), infoPackage.getTargetPlayer());
    }
    
    private final boolean p_playerAllowSkill(final InfoPackage infoPackage)
    {    return playerAllowSkill(infoPackage.getPlayer(), infoPackage.getSkill(), infoPackage.getTarget());
    }

 

 

InfoPackage is pretty much your argument holder

  • 0
Posted
1 hour ago, xxdem said:

enum is really not mandatory, it can be whatever

Yeah, but methods still must be listed somewhere. There must be some collection of lambdas in order to make your method work.

 

Duplicates are unwanted in this case

  • 0
Posted
35 minutes ago, vampir said:

Yeah, but methods still must be listed somewhere. There must be some collection of lambdas in order to make your method work.

 

Duplicates are unwanted in this case

 

check the second one, its simmilar, unknown values will go through

  • Upvote 1
  • 0
Posted
17 minutes ago, ImBatman said:

 

But xxdem don't you use reflection once to create the object? 

Also j.fla? You gonna end up listening to k-pop. Please dont.

 

what's wrong with k-pop? orange caramel ftw

  • 0
Posted (edited)
9 hours ago, xxdem said:

 

check the second one, its simmilar, unknown values will go through

Yeah, I don't like it much though tbh. If reflection is used only during game server start then it is no problem. I will use annotation processor to generate code during compilation that will look like this:

 

Quote

public static boolean test(String conditionName, Creature actor, Object[] parameters)
{
   if(conditionName.equals("level"))
        return CreatureConditions.level(actor, (int) parameters[0], (int) parameters[1]);
   //other conditions here
}

 

 

Edited by vampir

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    • To manually override it you got to use command //field_cycle set_step 1 11   1 is the field cycle id for hellbound island from db (fiy 2 & 3 are the seeds in gracia sod and soi) and 11 is the level you want to change it to. Anywhere from 1 to 11 will work for different stages.     
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    • 📌 FORUM RULES (Revised – Legal Compliant) Η χρήση του forum προϋποθέτει την πλήρη αποδοχή των παρακάτω κανόνων. Οποιαδήποτε παραβίαση ενδέχεται να οδηγήσει σε περιορισμούς ή μόνιμο αποκλεισμό. 1. Spam & Κατάχρηση Δημοσιεύσεων Το spam απαγορεύεται. Μονολεκτικές, άσχετες ή πολλαπλές διαδοχικές δημοσιεύσεις δεν επιτρέπονται. Bumping επιτρέπεται μόνο στο Marketplace, μία φορά κάθε 24 ώρες. Απάντηση σε θέματα παλαιότερα των 6 μηνών δεν επιτρέπεται. Σχόλια τύπου «wrong section», «request lock» κ.λπ. απαγορεύονται — χρησιμοποιήστε το Report Section. 2. Συμπεριφορά & Τάξη Απαγορεύονται: βρισιές, trolling, drama, απειλές, ρατσισμός, flame posts. Οι κανόνες συμπεριφοράς ισχύουν και σε PMs, profile comments και λοιπές περιοχές. Πολιτικά θέματα επιτρέπονται μόνο εντός λογικών και πολιτισμένων ορίων. 3. Απαγορευμένο & Ακατάλληλο Περιεχόμενο Απαγορεύεται αυστηρά η δημοσίευση ή αναζήτηση περιεχομένου που είναι: Παράνομο βάσει ισχύουσας νομοθεσίας Πειρατικό (warez, cracks, serials, pirated software) Σεξουαλικό, πορνογραφικό ή βίαιο Προσβλητικό, ρατσιστικό ή εξτρεμιστικό Θρησκευτικά προκλητικό με σκοπό την ένταση ➡️ Όλα τα παραπάνω διαγράφονται άμεσα, χωρίς προειδοποίηση. 4. Διαφημίσεις & Προώθηση Απαγορεύεται κάθε μορφή διαφήμισης χωρίς έγκριση Administrator. Απαγορεύεται η προώθηση παράνομων ή μη αδειοδοτημένων υπηρεσιών. Affiliate links, referral systems και external promotions απαιτούν έγκριση. 5. Γλώσσα & Παρουσίαση Μην αναμειγνύετε γλώσσες (αγγλικά σε ελληνικά topics και αντίστροφα). Χρησιμοποιείτε tags [GR] ή [EN]. Τα Greeklish επιτρέπονται προσωρινά, ωστόσο προτιμάται η χρήση ελληνικών χαρακτήρων. 6. Credits & Πνευματικά Δικαιώματα Υποχρεωτική αναφορά πηγών και credits. Απαγορεύεται η αναδημοσίευση περιεχομένου χωρίς άδεια. Κάθε χρήστης είναι υπεύθυνος για τα δικαιώματα του περιεχομένου που δημοσιεύει. 7. Κυβερνοεγκλήματα & Επιβλαβείς Πρακτικές Απαγορεύεται αυστηρά: Hacking, DDoS, flooding, botnets, booters Οδηγίες, εργαλεία ή καθοδήγηση για παράνομες ψηφιακές επιθέσεις Αναζήτηση ή πώληση τέτοιων υπηρεσιών 8. Υπογραφές (Signatures) Μέγιστο μέγεθος: 800x300 pixels. Υπογραφές που παραβιάζουν τους κανόνες αφαιρούνται. 9. Λογαριασμοί & Ασφάλεια Ένας λογαριασμός ανά χρήστη. Κλεμμένοι, κοινόχρηστοι ή πολλαπλοί λογαριασμοί απαγορεύονται. Το forum διατηρεί το δικαίωμα άμεσης διαγραφής λογαριασμών. 10. Σεβασμός προς το Staff Υποτίμηση, απειλές ή προσβολές προς staff δεν γίνονται ανεκτές. Για διαφωνίες ή παραβάσεις χρησιμοποιήστε το Report Section. LEGAL POLICY (Updated – Strict Compliance) 1. Νομιμότητα Περιεχομένου Απαγορεύεται κάθε περιεχόμενο που: Παραβιάζει νόμους ή κανονισμούς Παραβιάζει copyright ή intellectual property Προωθεί παράνομες οικονομικές, τραπεζικές ή επενδυτικές υπηρεσίες Σχετίζεται με απάτη, phishing, money laundering 2. DMCA – Copyright Protection Το forum συμμορφώνεται πλήρως με τον DMCA. Έγκυρες αναφορές οδηγούν σε άμεση αφαίρεση περιεχομένου. Επαναλαμβανόμενες παραβιάσεις = μόνιμος αποκλεισμός. 3. AML / Financial Compliance Απαγορεύεται περιεχόμενο σχετικό με ξέπλυμα χρήματος. Απαγορεύεται η προώθηση μη αδειοδοτημένων χρηματοοικονομικών υπηρεσιών. Δεν παρέχεται καμία οικονομική ή επενδυτική συμβουλή. 4. User-Generated Content & Ευθύνη Όλο το περιεχόμενο δημιουργείται από τους χρήστες. Το forum δεν φέρει νομική ευθύνη, αλλά: Παρακολουθεί Διαγράφει Συμμορφώνεται με τον νόμο 5. AI Moderation Χρησιμοποιούνται AI-based εργαλεία για εντοπισμό παραβάσεων. Η τελική απόφαση λαμβάνεται πάντα από άνθρωπο. 6. Τελικές Διατάξεις Οι κανόνες μπορούν να τροποποιηθούν χωρίς προειδοποίηση. Η χρήση του forum συνεπάγεται αποδοχή όλων των πολιτικών. Η άγνοια των κανόνων δεν αποτελεί δικαιολογία.   ΠΟΛΙΤΙΚΗ ΑΠΟΡΡΗΤΟΥ (Privacy Policy) – Ελληνικά Η παρούσα Πολιτική Απορρήτου περιγράφει τον τρόπο με τον οποίο το forum συλλέγει, χρησιμοποιεί και προστατεύει τα προσωπικά δεδομένα των χρηστών του, σύμφωνα με τον Γενικό Κανονισμό Προστασίας Δεδομένων (GDPR – ΕΕ 2016/679). 1. Συλλογή Δεδομένων Το forum ενδέχεται να συλλέγει τα ακόλουθα δεδομένα: Όνομα χρήστη (username) Διεύθυνση email IP address Ημερομηνία και ώρα σύνδεσης Περιεχόμενο δημοσιεύσεων (posts, topics, private messages) Δεν συλλέγονται ευαίσθητα προσωπικά δεδομένα. 2. Χρήση Δεδομένων Τα δεδομένα χρησιμοποιούνται αποκλειστικά για: Τη λειτουργία και ασφάλεια του forum Τη διαχείριση λογαριασμών Τη βελτίωση της εμπειρίας χρήσης Την πρόληψη κατάχρησης, απάτης ή παράνομων ενεργειών Τη συμμόρφωση με νομικές υποχρεώσεις 3. User-Generated Content Όλο το περιεχόμενο που δημοσιεύεται στο forum δημιουργείται από τους χρήστες. Οι χρήστες φέρουν την αποκλειστική ευθύνη για τα δεδομένα που επιλέγουν να δημοσιεύσουν. 4. Cookies Το forum χρησιμοποιεί cookies μόνο για: Διατήρηση σύνδεσης χρήστη Βασική λειτουργικότητα Ασφάλεια Δεν χρησιμοποιούνται cookies για διαφημιστική παρακολούθηση τρίτων. 5. AI & Αυτοματοποιημένη Επεξεργασία Το forum ενδέχεται να χρησιμοποιεί αυτοματοποιημένα ή AI-based εργαλεία για: Ανίχνευση spam Εντοπισμό παραβιάσεων κανόνων ή παράνομου περιεχομένου ➡️ Οι αποφάσεις επιβολής λαμβάνονται πάντα από άνθρωπο. 6. Κοινοποίηση Δεδομένων Τα προσωπικά δεδομένα: Δεν πωλούνται Δεν διαμοιράζονται με τρίτους Εξαίρεση υπάρχει μόνο εφόσον απαιτείται από τον νόμο ή αρμόδιες αρχές. 7. Δικαιώματα Χρηστών (GDPR) Οι χρήστες έχουν δικαίωμα: Πρόσβασης στα δεδομένα τους Διόρθωσης ή διαγραφής Περιορισμού επεξεργασίας Υποβολής αιτήματος διαγραφής λογαριασμού 8. Ασφάλεια Δεδομένων Λαμβάνονται εύλογα τεχνικά και οργανωτικά μέτρα για την προστασία των δεδομένων, ωστόσο καμία πλατφόρμα δεν είναι απολύτως ασφαλής. 9. Τροποποιήσεις Η παρούσα πολιτική μπορεί να τροποποιηθεί χωρίς προηγούμενη ειδοποίηση. Η συνέχιση χρήσης του forum συνιστά αποδοχή των αλλαγών. ✅ Σημείωση Οποιοδήποτε παράνομο περιεχόμενο δεν επιτρέπεται πουθενά στο forum, ανεξαρτήτως ρόλου, πρόσβασης ή status (VIP / Donator / Staff). 📌 FORUM RULES (English – Legal Compliant) By accessing or using this forum, you agree to comply with the following rules. Violations may result in warnings, restrictions, or permanent account termination. 1. Spam & Abuse Spam is strictly prohibited. One-word, low-effort, off-topic, or consecutive posts are not allowed. Bumping is allowed only in the Marketplace, once every 24 hours. Replying to topics older than 6 months is not permitted. Posts such as “wrong section”, “request lock”, etc. are not allowed — use the Report Section instead. 2. Conduct & Behavior Insults, harassment, trolling, threats, racism, flame posts, and toxic behavior are prohibited. These rules apply to all areas, including private messages and profile comments. Political discussions are allowed only within reasonable and respectful limits. 3. Prohibited & Illegal Content The following content is strictly prohibited anywhere on the forum: Any content that violates applicable laws or regulations Pirated software, warez, cracks, serials, or copyright-infringing material Malware, hacking tools, exploits, or harmful code Sexual, pornographic, violent, or extremist material Hate speech, discrimination, or incitement Content intended to provoke religious or social conflict ➡️ Such content will be removed immediately, without notice. 4. Advertising & Promotion Advertising of any kind requires prior administrator approval. Promotion of illegal or unlicensed services is strictly forbidden. Affiliate links, referral systems, and external promotions require approval. 5. Language & Formatting Do not mix languages (English in non-English topics and vice versa). Use [GR] or [EN] tags when creating a topic. Greeklish is temporarily allowed, but native characters are preferred. 6. Credits & Intellectual Property Proper credit must be given when using third-party content. Reposting content without permission is prohibited. Users are solely responsible for the intellectual property rights of their posts. 7. Cybercrime & Harmful Activities Strictly prohibited: Hacking, DDoS, flooding, botnets, booters Requests, guides, tools, or services related to cyber attacks Buying, selling, or searching for such services 8. Signatures Maximum allowed size: 800x300 pixels. Non-compliant signatures will be removed. 9. Accounts & Security One account per user is allowed. Stolen, shared, or multiple accounts are prohibited. The forum reserves the right to suspend or delete accounts immediately. 10. Respect Toward Staff Disrespect, threats, or harassment toward moderators or administrators will not be tolerated. Use the Report Section to address issues. ⚖️ LEGAL POLICY (English – Strict Compliance) This policy defines the legal framework governing forum operation. 1. User-Generated Content & Liability All content is created by users. The forum and its staff are not legally responsible for user-generated content. Reasonable efforts are made to monitor, review, and remove unlawful material. 2. Legal Compliance Content that violates: Local, national, or international laws Intellectual property rights Terms of third-party services is strictly prohibited. 3. DMCA – Copyright Policy The forum complies fully with the Digital Millennium Copyright Act (DMCA). Valid takedown requests result in prompt content removal. Repeat copyright offenders will be permanently banned. 4. AML – Anti-Money Laundering Prohibited content includes: Money laundering schemes or instructions Fraud, scams, or financial manipulation Promotion of unlicensed or illegal financial services The forum cooperates with authorities when legally required. 5. FCS – Financial & Compliance Services The forum does not provide financial, investment, or legal advice. Promotion of unregulated banking, investment, or financial services is forbidden. 6. Privacy & GDPR Publishing personal data of others is prohibited. Sharing private communications without consent is forbidden. The forum operates in compliance with GDPR regulations. 7. AI-Assisted Moderation Automated and AI-based tools may be used to detect violations. All enforcement actions involve human review. 8. Final Provisions Policies may be updated without prior notice. Continued use of the forum constitutes acceptance of all rules. Ignorance of the rules is not an excuse. PRIVACY POLICY – English Version This Privacy Policy explains how the forum collects, uses, and protects user data, in accordance with the General Data Protection Regulation (GDPR – EU 2016/679). 1. Data Collection The forum may collect the following data: Username Email address IP address Login timestamps User-generated content (posts, topics, private messages) No sensitive personal data is intentionally collected. 2. Use of Data Data is used solely for: Forum operation and security Account management Improving user experience Preventing abuse, fraud, or illegal activity Legal and regulatory compliance 3. User-Generated Content All content posted on the forum is created by users. Users are solely responsible for any personal data they choose to publish. 4. Cookies Cookies are used only for: Session management Essential functionality Security purposes No third-party advertising or tracking cookies are used. 5. AI & Automated Processing The forum may use automated or AI-assisted tools to: Detect spam Identify rule violations or illegal content ➡️ All enforcement decisions are subject to human review. 6. Data Sharing Personal data is: Not sold Not shared with third parties Except where required by law or competent authorities. 7. User Rights (GDPR) Users have the right to: Access their personal data Request correction or deletion Request restriction of processing Request account deletion 8. Data Security Reasonable technical and organizational measures are implemented to protect data. However, no online platform can guarantee absolute security. 9. Policy Updates This policy may be updated at any time without prior notice. Continued use of the forum constitutes acceptance of the updated policy. ✅ Final Note If you have concerns regarding privacy or data protection, please contact the forum administration. ✅ Important Notice Illegal content is not allowed anywhere on the forum, regardless of user role, status, or access level.
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