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Posts
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By l2naylondev · Posted
I saw a few similar systems and came up with this one to help keep players on the server. It simply grants daily items every 24 hours just for logging in. There’s also the daily mission system—which assigns different tasks each day—where if you don't complete them within that 24-hour window, you get a new set of missions the next day. Sometimes, when starting out on a low-rate server (like x3), that little bit of help comes in handy—especially if you're playing solo without a clan or friends. I know there are quests to earn adena, but imagine being able to create an item that provides minor buffs or potions—nothing that would affect base stats or unbalance the server, of course; everyone can use the system however they like. I’m not looking to argue about this, haha; if anyone is interested, feel free to reach out. I’m open to criticism, too—no worries there. I just thought I’d post it. Thanks for the advice; I’ll keep improving the system and the interface. Tomorrow—or whenever I can—I’ll upload a short video so you can get an idea of what it’s like. I simply looked at what others had done and wanted to create something different, that's all, my friend. Cheers! -
Your standard daily login reward is pointless. Why would you implement something like this? Where did this idea even come from? No, it’s called OneDayReward, not Daily Missions. That’s the name used by the game client. Anyways. Good luck!
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By l2naylondev · Posted
What you're talking about, my friend, is the "daily mission reward" system—that’s something different. This one is a standard daily login reward: if you don't log in on a given day, you miss that prize, and once you reach the final day (Day 28), it resets to Day 1. Check the forums or other sites; you'll see it's not the same thing. I also have that "daily mission reward" mod you're referring to—the one involving levels, mob counts, and class changes—but this is different; it's strictly for logging in. You have to stay online for half an hour to claim it, though that duration can be adjusted (from fewer to more minutes). It also features IP protection, and if you haven't claimed the prize for the day, the window opens automatically when you log in with your character so you don't forget. If you *have* claimed it, the window won't pop up automatically until the next day (though the auto-open feature can be enabled or disabled). Plus, as I mentioned, you can customize the item quantity, item ID, and the item icon. Cheers! I understand it's not finished; in fact, it's the V1 version I created. It is vulnerable, of course—since it relies only on IP, anyone could just use a VPN to bypass it—but I’ll keep working on adding security measures like MAC address and HWID checks, or anything else I come up with. Also, as you know, these are tradeable items; you can set the trade attribute to "false" in the item's XML file. It’s just an example of a system I started building. Cheers! -
What’s the point of giving away free items every day just for logging in? That’s only about 5% of what the feature is supposed to be. If you want to implement the One Day Reward system from Classic/Essence, there’s a lot more to it: triggerType=KILL/LEVEL_UP, conditionLevel, canLevelMin, canLevelMax, classFilter, killCredit=SOLO/PARTY/CLAN, npcIds, isNoble, isHero, IsDayOfTheWeek, olympiad conditions, etc.
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By l2naylondev · Posted
Yes, it's L2J—specifically L2Lucera—but it can be adapted for L2jAcis and Lucera; I imagine it would work for High Five as well. For now, I've only implemented it in L2Lucera (Interlude), but it will be available for L2jAcis too. Regards. As soon as you log in with your character, the window opens automatically so you can collect your reward. You can change the daily item ID and icon, and even set a waiting period—like 30 minutes—before collection is allowed. It includes IP protection, so players can't claim rewards using other accounts or create new ones to exploit the system; you can also adjust the number of days (e.g., 28, 1, or however many you prefer), and every feature can be enabled or disabled. The player command is `.daily`, and there are also four GM commands. I’ll be uploading a short video tomorrow to show everything more clearly. I also plan to improve the HTML window design and add MAC and HWID systems to prevent users from bypassing IP restrictions via VPNs or abusing the system with multi-accounting—basically, I’ll be continuously refining the system.
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Topics

Question
giwrgos_
kalhspera antimetopizw ena problima me to login server enw einai ok kai ton exw valei na kanei auto restart mono o login server ana 12 wres kai enw ola ok meta apo kana 2 meres peytei to login apo mono toy den katalavainw to logo kai sto log toy gameserver kanei sinexeia
https://prnt.sc/1mhrgu1 einai apo to log toy gameserver
to pack poy exw einai fandc h5
kai o server trexei local gia test
episeis exw ton idio se live kai kanei to idio
mhpws kapoios mpwrei na me bohthisei na to lisw?
tha valw kai to java
package l2r.gameserver.network.loginservercon;
import java.io.IOException;
import java.net.InetSocketAddress;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.channels.CancelledKeyException;
import java.nio.channels.SelectionKey;
import java.nio.channels.Selector;
import java.nio.channels.SocketChannel;
import java.util.ArrayDeque;
import java.util.HashMap;
import java.util.Iterator;
import java.util.Map;
import java.util.Queue;
import java.util.Set;
import java.util.concurrent.atomic.AtomicBoolean;
import java.util.concurrent.locks.Lock;
import java.util.concurrent.locks.ReadWriteLock;
import java.util.concurrent.locks.ReentrantLock;
import java.util.concurrent.locks.ReentrantReadWriteLock;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import l2r.gameserver.ThreadPoolManager;
import l2r.gameserver.config.templates.HostInfo;
import l2r.gameserver.config.xml.holder.HostsConfigHolder;
import l2r.gameserver.network.GameClient;
import l2r.gameserver.network.loginservercon.gspackets.AuthRequest;
public class AuthServerCommunication extends Thread
{
private static final Logger _log = LoggerFactory.getLogger(AuthServerCommunication.class);
private static final AuthServerCommunication instance = new AuthServerCommunication();
public static final AuthServerCommunication getInstance()
{
return instance;
}
private final Map<String, GameClient> waitingClients = new HashMap<>();
private final Map<String, GameClient> authedClients = new HashMap<>();
private final ReadWriteLock lock = new ReentrantReadWriteLock();
private final Lock readLock = lock.readLock();
private final Lock writeLock = lock.writeLock();
private final ByteBuffer readBuffer = ByteBuffer.allocate(64 * 1024).order(ByteOrder.LITTLE_ENDIAN);
private final ByteBuffer writeBuffer = ByteBuffer.allocate(64 * 1024).order(ByteOrder.LITTLE_ENDIAN);
private final Queue<SendablePacket> sendQueue = new ArrayDeque<>();
private final Lock sendLock = new ReentrantLock();
private final AtomicBoolean isPengingWrite = new AtomicBoolean();
private SelectionKey key;
private Selector selector;
private boolean shutdown;
private boolean restart;
private AuthServerCommunication()
{
try
{
selector = Selector.open();
}
catch (IOException e)
{
_log.error("Error while creating Auth Server Communication!", e);
}
}
private void connect() throws IOException
{
HostInfo hostInfo = HostsConfigHolder.getInstance().getAuthServerHost();
_log.info("Connecting to authserver on " + hostInfo.getIP() + ":" + hostInfo.getPort());
// _log.info("Connecting to authserver on " + Config.GAME_SERVER_LOGIN_HOST + ":" + Config.GAME_SERVER_LOGIN_PORT);
SocketChannel channel = SocketChannel.open();
channel.configureBlocking(false);
key = channel.register(selector, SelectionKey.OP_CONNECT);
channel.connect(new InetSocketAddress(hostInfo.getIP(), hostInfo.getPort()));
// channel.connect(new InetSocketAddress(Config.GAME_SERVER_LOGIN_HOST, Config.GAME_SERVER_LOGIN_PORT));
}
public void sendPacket(SendablePacket packet)
{
if (isShutdown())
{
return;
}
boolean wakeUp;
sendLock.lock();
try
{
sendQueue.add(packet);
wakeUp = enableWriteInterest();
}
catch (CancelledKeyException e)
{
return;
}
finally
{
sendLock.unlock();
}
if (wakeUp)
{
selector.wakeup();
}
}
private boolean disableWriteInterest() throws CancelledKeyException
{
if (isPengingWrite.compareAndSet(true, false))
{
key.interestOps(key.interestOps() & ~SelectionKey.OP_WRITE);
return true;
}
return false;
}
private boolean enableWriteInterest() throws CancelledKeyException
{
if (isPengingWrite.getAndSet(true) == false)
{
key.interestOps(key.interestOps() | SelectionKey.OP_WRITE);
return true;
}
return false;
}
protected ByteBuffer getReadBuffer()
{
return readBuffer;
}
protected ByteBuffer getWriteBuffer()
{
return writeBuffer;
}
@Override
public void run()
{
Set<SelectionKey> keys;
Iterator<SelectionKey> iterator;
SelectionKey key;
int opts;
while (!shutdown)
{
restart = false;
try
{
loop: while (!isShutdown())
{
connect();
selector.select(5000L);
keys = selector.selectedKeys();
if (keys.isEmpty())
{
throw new IOException("Connection timeout.");
}
iterator = keys.iterator();
try
{
while (iterator.hasNext())
{
key = iterator.next();
iterator.remove();
opts = key.readyOps();
switch (opts)
{
case SelectionKey.OP_CONNECT:
connect(key);
break loop;
}
}
}
catch (CancelledKeyException e)
{
// Exit selector loop
break;
}
}
loop: while (!isShutdown())
{
selector.select();
keys = selector.selectedKeys();
iterator = keys.iterator();
try
{
while (iterator.hasNext())
{
key = iterator.next();
iterator.remove();
opts = key.readyOps();
switch (opts)
{
case SelectionKey.OP_WRITE:
write(key);
break;
case SelectionKey.OP_READ:
read(key);
break;
case SelectionKey.OP_READ | SelectionKey.OP_WRITE:
write(key);
read(key);
break;
}
}
}
catch (CancelledKeyException e)
{
// Exit selector loop
break loop;
}
}
}
catch(IOException e)
{
_log.info("Loginserver Restart Ore Down Not available, trying to reconnect...");
}
close();
try
{
Thread.sleep(5000L);
}
catch (InterruptedException e)
{
}
}
}
private void read(SelectionKey key) throws IOException
{
SocketChannel channel = (SocketChannel) key.channel();
ByteBuffer buf = getReadBuffer();
int count;
count = channel.read(buf);
if (count == -1)
{
throw new IOException("End of stream.");
}
if (count == 0)
{
return;
}
buf.flip();
while (tryReadPacket(key, buf))
{
}
}
private boolean tryReadPacket(SelectionKey key, ByteBuffer buf) throws IOException
{
int pos = buf.position();
// провер�ем, хватает ли нам байт дл� чтени� заголовка и не пу�того тела пакета
if (buf.remaining() > 2)
{
// получаем ожидаемый размер пакета
int size = buf.getShort() & 0xffff;
// провер�ем корректно�ть размера
if (size <= 2)
{
throw new IOException("Incorrect packet size: <= 2");
}
// ожидаемый размер тела пакета
size -= 2;
// провер�ем, хватает ли байт на чтение тела
if (size <= buf.remaining())
{
// apply limit
int limit = buf.limit();
buf.limit(pos + size + 2);
ReceivablePacket rp = PacketHandler.handlePacket(buf);
if (rp != null)
{
if (rp.read())
{
ThreadPoolManager.getInstance().execute(rp);
}
}
buf.limit(limit);
buf.position(pos + size + 2);
// закончили чтение из буфера, почи�тим
if (!buf.hasRemaining())
{
buf.clear();
return false;
}
return true;
}
// не хватает данных на чтение тела пакета, �бра�ываем позицию
buf.position(pos);
}
buf.compact();
return false;
}
private void write(SelectionKey key) throws IOException
{
SocketChannel channel = (SocketChannel) key.channel();
ByteBuffer buf = getWriteBuffer();
boolean done;
sendLock.lock();
try
{
int i = 0;
SendablePacket sp;
while ((i++ < 64) && ((sp = sendQueue.poll()) != null))
{
int headerPos = buf.position();
buf.position(headerPos + 2);
sp.write();
int dataSize = buf.position() - headerPos - 2;
if (dataSize == 0)
{
buf.position(headerPos);
continue;
}
// prepend header
buf.position(headerPos);
buf.putShort((short) (dataSize + 2));
buf.position(headerPos + dataSize + 2);
}
done = sendQueue.isEmpty();
if (done)
{
disableWriteInterest();
}
}
finally
{
sendLock.unlock();
}
buf.flip();
channel.write(buf);
if (buf.remaining() > 0)
{
buf.compact();
done = false;
}
else
{
buf.clear();
}
if (!done)
{
if (enableWriteInterest())
{
selector.wakeup();
}
}
}
private void connect(SelectionKey key) throws IOException
{
SocketChannel channel = (SocketChannel) key.channel();
channel.finishConnect();
key.interestOps(key.interestOps() & ~SelectionKey.OP_CONNECT);
key.interestOps(key.interestOps() | SelectionKey.OP_READ);
sendPacket(new AuthRequest());
}
private void close()
{
restart = !shutdown;
sendLock.lock();
try
{
sendQueue.clear();
}
finally
{
sendLock.unlock();
}
readBuffer.clear();
writeBuffer.clear();
isPengingWrite.set(false);
try
{
if (key != null)
{
key.channel().close();
key.cancel();
}
}
catch (IOException e)
{
}
writeLock.lock();
try
{
waitingClients.clear();
}
finally
{
writeLock.unlock();
}
}
public void shutdown()
{
shutdown = true;
selector.wakeup();
}
public boolean isShutdown()
{
return shutdown || restart;
}
public void restart()
{
restart = true;
selector.wakeup();
}
public GameClient addWaitingClient(GameClient client)
{
writeLock.lock();
try
{
return waitingClients.put(client.getLogin(), client);
}
finally
{
writeLock.unlock();
}
}
public GameClient removeWaitingClient(String account)
{
writeLock.lock();
try
{
return waitingClients.remove(account);
}
finally
{
writeLock.unlock();
}
}
public GameClient addAuthedClient(GameClient client)
{
writeLock.lock();
try
{
return authedClients.put(client.getLogin(), client);
}
finally
{
writeLock.unlock();
}
}
public GameClient removeAuthedClient(String login)
{
writeLock.lock();
try
{
return authedClients.remove(login);
}
finally
{
writeLock.unlock();
}
}
public GameClient getAuthedClient(String login)
{
readLock.lock();
try
{
return authedClients.get(login);
}
finally
{
readLock.unlock();
}
}
public GameClient removeClient(GameClient client)
{
writeLock.lock();
try
{
if (client.isAuthed())
{
return authedClients.remove(client.getLogin());
}
return waitingClients.remove(client.getSessionKey());
}
finally
{
writeLock.unlock();
}
}
public String[] getAccounts()
{
readLock.lock();
try
{
return authedClients.keySet().toArray(new String[authedClients.size()]);
}
finally
{
readLock.unlock();
}
}
}
3 answers to this question
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