Jump to content

L2 Server Fabric - L2j Reverse Proxy


Recommended Posts

it looks how i imagined and i agree separation from gameserver is common sense and best way to go here

 

but still need to clarify:

1. when you connect to proxy is (5) established with given proxy service child (1-n) or universal gateway before them?

2. when you move user to new proxy, is it like i suggested before that you only re-establish (6) and (7), but (5) and (8) stays connected at all time? or you are actually saying client side (5) and (8) is also reconnected to new target IP?

3. do you use any client extension to alter default behavior of dropped connection in runtime? or went other way and implemented, never touched by l2j, RaidServer functionality? :D

 

Link to comment
Share on other sites

L2 client will always terminate itself when connection to server is dropped, unless you extend it to do otherwise,

so as you mentioned "playing packets right" i guess you utilized RaidServer logic (wouldn't call it cheating, cross-server content uses it on l2off for same purpose). Then i admit its in fact innovative and worth further development =)

Link to comment
Share on other sites

to wrap it up in 2 sentences. Client has to connect to new IP according to what you said so far (connection 5 on graph), that requires new TCP socket to be made. L2 will DC you when socket to server is closed and unless you don't tell us everything, there is no way to do it due to simple protocol limitations.

What i meant was RequestExConnectToRaidServer (D0:73) and so on, which allows to establish connection with new game server, used for cross-server sieges content on GOD+ (but exists since freya), and would be the only solution i can see here.

 

Edited by AlmostGood
Link to comment
Share on other sites

getting the timing right to have it work 100% of the time for 100% of players is not likely gonna be possible, but this implemented via raidserver yeah that'd actually be pretty cool not gonna lie

Link to comment
Share on other sites

You mean you made game client to change ip to which it is connected, without making it go to server selection screen? How?

Edited by vampir
Link to comment
Share on other sites

RaidServer was the only logical explanation to me, until i now realized its interlude client on the video.

So, i call it bullshit until i see real world PoC, with 2 proxies running on separated machines/networks and client moving to new target IP seamlessly :D

 

 

Link to comment
Share on other sites

its just that your current description breaks fundamental limitations of TCP - you cant alter source/destination of established connection. So it doesn't work in the way you describe it and you falsely believe it or skip some vital part on purpose :D

Link to comment
Share on other sites

If your proxies are stressed, it means you failed blocking stuff before that. Generally speaking, it's a bad behavior to think L2J server should handle such actions. L2J shouldn't be a "firewall", a "webserver" or whatever else service. Most of internal flood protectors are pointless, for instance, and there are a lot of them. I believe it's not the role of L2J to become something else than... A game server.

 

Stress should be stopped way before reaching gameserver application (iptables is normally enough, if not hardware/3rd party material). That's my opinion.

 

The leftover solution, ping relocation, seems to be already handled on L2J, as stated Nik.

 

About aCis, well, you already know you can provide the "5 lines" on a diff patch on a public state ("Public Workbench" board, for instance), ppl review, and if things are good enough, it's commited. aCis is initially based on L2J IL, a 2007 source, for your information, and the work is all about what I can/want code and what people can/want share.

 

My focus is probably not yours, or other sharers - which shouldn't stop people to contribute.

Edited by Tryskell
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • Posts

    • Yes, it is, it's not hard to do (if you know what you're doing); just time consuming.   To make some things clear: 1. You can not create .ukx files with animated skeletalmeshes inside, by using any of the freeshared L2Editors (basically, no support for .psa files) 2. You need a patched UT2003/UT2004. You can either get your own ut2004 and download Gildor's patch from his web, or use any of these: When you use these, you should be able to import both .psk and .psa animations > link the skeletalmesh to the psa > save as .ukx > use ut2down to convert the file to l2 format > encrypt the .ukx with standard l2 encryption (you can use mxc encdec, you can find it in the folder of the l2editor i shared). Your best bet is to use pawnviewer (aka dev mode) to test that. If you have troubles with that process then leave a reply here, otherwise, if it works correctly, you can move on to adding missing animnotify classes to you unrealed, then proper animnotifies, sounds, effects or w/e is missing from your .ukx files. Keep in mind that this is overall not difficult but a huge amount of work (unless you're good at scripting/macros) since you'd need to manually re-create every single animnotify, by hand. If you have doubts or i wasn't clear enough let me know here. (in case you don't know what an animnotify is: UDN - Two - AnimNotifies (unrealengine.com) )  
    • Welcome to JewStor Service!!!   ❖Ready-made verified wallets, exchanges, business banks and to order accounts. ❖EU/UK/US/DE Stuff: 100% Verified! Reliable financial tools for your business. ❖Popular items available include: Stripe business + Payoneer, Deutshce Bank, BBVA ES, Xapo Bank, Revolut business / personal, Santander Bank, Wallester business, Bitsa EU, Binance EU, Qonto Business, Blackcatcard EU, Shopify Payments, ICard EU, N26 EU, Naga Pay EU, Paysera EU, Mistertango Business and many others.
    • Custom = everything that is not part of my H5 client, such as Aegis skin, Death Knight skin, Constructor skin, Golden Valakas skin, an example is the pack containing 3 Golden Valakas skins+cloaks, to give you an idea, this pack consumes almost 200MB within the system, another example of custom is the Hunter Head set made by Asuki, almost 100MB within the system, every custom item added to the client, specifically within the system folder will increase the consumption of your client's virtual ram memory, the more custom added there, the faster your client will close due to critical. Around 4 to 5 custom packs that I removed from the system and made my client reach the ram virtual limit only after more than 40 hours online, in other words; It is only worth adding custom items to the system folder if it is very well compressed, maximum up to 10MB per custom pack (This pack below in the photo, only it inside your client - system consumes almost 200MB, when I removed this pack inside the system it increased the game's lifespan by almost 4h during my tests)
    • ready pack for sale with lucera files made from scratch price is 350 euros without the license the server is x30 rate the server is there to see everything test ie.. there have been several changes everything works there will be support for everything for as long as possible please, can you send me a message here, there is complete transparency in everything
    • The author has been using an alternate account under the name @project166 to promote their services, which violates our RULES. Additionally, the author does not adhere to our guidelines regarding the inclusion of pricing information.     Topic Locked.
  • Topics

×
×
  • Create New...