https://jmp.sh/EWJtNwLY
I completely rewrote the player movement system. And completely redesigned the P Atk system, now, as in the original game, there are 3 attacks and the client uses them in random order and adds a slowing effect creating the illusion of the heaviness of the sword
Question
koksas
My friend preconfigured this unknow packet script, and it works, but have one problem with one packet, when gs drop this packet (only this):
Unknown Packet: d on State: IN_GAME Client: [Character: pow - Account: gadas000
- IP: 91.187.181.123]
0000: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0010: 00 00
And i get 48-thread pool error...
Server momentaly down. Other packets will working and protecting, with other packet 2 floods and you get dc...
Please say me how i can fix it, and what need to change in this script, or what need to add. ;(
My UnknowPacket protection script (witch preconfigured): --->
[table][tr][td] private void printDebug(int opcode, ByteBuffer buf, GameClientState state, L2GameClient client)
{
int size = buf.remaining();
_log.warning("Unknown Packet: "+Integer.toHexString(opcode)+" on State: "+state.name()+" Client: "+client.toString());
byte[] array = new byte;
buf.get(array);
_log.warning(Util.printData(array, size));
if (client.activeChar == null)
return;
if (!FloodProtector.getInstance().tryPerformAction(client.activeChar.getObjectId(), FloodProtector.PROTECTED_UNKNOWNPACKET))
{
client.activeChar.logout();
return;
}
}
private void printDebugDoubleOpcode(int opcode, int id2, ByteBuffer buf, GameClientState state, L2GameClient client)
{
int size = buf.remaining();
_log.warning("Unknown Packet: "+Integer.toHexString(opcode)+":" + Integer.toHexString(id2)+" on State: "+state.name()+" Client: "+client.toString());
byte[] array = new byte;
buf.get(array);
_log.warning(Util.printData(array, size));
if (client.activeChar == null)
return;
if (!FloodProtector.getInstance().tryPerformAction(client.activeChar.getObjectId(), FloodProtector.PROTECTED_UNKNOWNPACKET))
{
client.activeChar.logout();
return;
}
}
// impl
public L2GameClient create(MMOConnection<L2GameClient> con)
{
return new L2GameClient(con);
}
public void execute(ReceivablePacket<L2GameClient> rp)
{
try
{
if (rp.getClient().getState() == GameClientState.IN_GAME)
{
ThreadPoolManager.getInstance().executePacket(rp);
}
else
{
ThreadPoolManager.getInstance().executeIOPacket(rp);
}
}
catch (RejectedExecutionException e)
{
// if the server is shutdown we ignore
if (!ThreadPoolManager.getInstance().isShutdown())
{
_log.severe("Failed executing: "+rp.getClass().getSimpleName()+" for Client: "+rp.getClient().toString());
}
}
}
}[/table]
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