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
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();
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1. You where subscriber 3 years ago.
2. There is no current L2jMobius 2.8 Seven Signs version. Subcriber or not.
3. You have your answer from multiple forums that more items is more delay.
1. Optimize Packet Serialization
Look in ItemList.java or wherever the inventory packet is constructed.
Instead of building the packet with inefficient string concatenation or repeated allocations, use a preallocated buffer and avoid creating new objects for each item.
Mobius sources are Java-based, so profiling with something like VisualVM or YourKit can help see where most time is spent.
2. Avoid Sending the Full List Each Time
Modify the server to send only changed items (diff packets) when the inventory window opens.
Some newer forks implement this as “lazy loading” or paged inventory so the client only loads e.g. 100 items at a time.
3. Limit the Inventory Size Per Page
Instead of showing all 500 slots at once, split the inventory into pages/tabs (100 slots each).
When the user switches a tab, send only that page’s items.
This requires some client-side editing, but it’s the most user-friendly long-term fix.
4. Database & Cache Optimizations
Ensure your items table is indexed by owner_id to make the query for player items fast.
Cache item templates and static data so they are not reloaded every time the inventory is shown.
⚠️ Things to Keep in Mind
Increasing slots from 80 → 500 does not just change a number — it multiplies the workload for packet building and UI rendering.
You can’t fully avoid some extra cost with 500 items, but you can keep it under a few milliseconds if you optimize how and when the data is sent.
i think it's the auto sorting of the interface that sucks, check InventoryWnd script in interface.u, or completely disable the request item list packet when toggling the inventory window (also in InventoryWnd script or similar name)
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();
}
}
}
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