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[Release] Legend.mu client & server source code S16 1.1

Initiate Mage
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This is literally a comedy.There is no 100% effective security, Korea may have blocked it but 1 or 2 years will be enough to break something, and when it breaks 1 break until the current one. it's just a matter of time ...

Here is the current print update from Korea:

[/URL]As I said in a matter of time, the functions have already been opened but there are still encrypted codes.

Time...
 
Skilled Illusionist
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Code:
-- ----------------------------
-- Table structure for item_data
-- ----------------------------
DROP TABLE IF EXISTS `item_data`;
CREATE TABLE `item_data`  (
  `id` int unsigned NOT NULL,
  `box` tinyint unsigned NOT NULL,
  `slot` int unsigned NOT NULL,
  `entry` smallint unsigned NOT NULL,
  `server` smallint unsigned NOT NULL,
  `serial` int unsigned NOT NULL,
  `serial_cash_shop` int unsigned NOT NULL,
  `level` tinyint unsigned NOT NULL,
  `durability` tinyint unsigned NOT NULL,
  `durability_state` int(0) NOT NULL DEFAULT 0,
  `skill` tinyint unsigned NOT NULL,
  `luck` tinyint unsigned NOT NULL,
  `option` tinyint unsigned NOT NULL,
  `excellent` tinyint unsigned NOT NULL,
  `ancient` tinyint unsigned NOT NULL,
  `option_380` tinyint unsigned NOT NULL,
  `harmony` tinyint unsigned NOT NULL,
  `socket_1` smallint unsigned NOT NULL,
  `socket_2` smallint unsigned NOT NULL,
  `socket_3` smallint unsigned NOT NULL,
  `socket_4` smallint unsigned NOT NULL,
  `socket_5` smallint unsigned NOT NULL,
  `socket_bonus` tinyint unsigned NOT NULL,
  `locked` tinyint unsigned NOT NULL,
  `data_1` int(0) NOT NULL DEFAULT 0,
  `data_2` int(0) NOT NULL DEFAULT 0,
  `data_3` int(0) NOT NULL DEFAULT 0,
  `personal_store_price` int unsigned NOT NULL,
  `personal_store_job` smallint unsigned NOT NULL,
  `personal_store_jos` smallint unsigned NOT NULL,
  `personal_store_joc` smallint unsigned NOT NULL,
  `expire_date` bigint(0) NOT NULL DEFAULT 0,
  `flags` int unsigned NOT NULL,
  PRIMARY KEY (`id`, `box`, `slot`) USING BTREE,
  UNIQUE INDEX `DupeInv`(`server`, `serial`, `serial_cash_shop`) USING BTREE,
  INDEX `id`(`id`) USING BTREE,
  INDEX `box`(`box`) USING BTREE,
  INDEX `slot`(`slot`) USING BTREE,
  INDEX `idx_id_and_box`(`id`, `box`) USING BTREE,
  INDEX `idx_id_and_box_and_slot`(`id`, `box`, `slot`) USING BTREE
) ENGINE = InnoDB CHARACTER SET = utf8 COLLATE = utf8_general_ci ROW_FORMAT = Dynamic;
 
Skilled Illusionist
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Re: [Release] Legend.mu client & server source code S16 1.1

Code:
-- ----------------------------
-- Table structure for item_data
-- ----------------------------
DROP TABLE IF EXISTS `item_data`;
CREATE TABLE `item_data`  (
  `id` int unsigned NOT NULL,
  `box` tinyint unsigned NOT NULL,
  `slot` int unsigned NOT NULL,
  `entry` smallint unsigned NOT NULL,
  `server` smallint unsigned NOT NULL,
  `serial` int unsigned NOT NULL,
  `serial_cash_shop` int unsigned NOT NULL,
  `level` tinyint unsigned NOT NULL,
  `durability` tinyint unsigned NOT NULL,
  `durability_state` int(0) NOT NULL DEFAULT 0,
  `skill` tinyint unsigned NOT NULL,
  `luck` tinyint unsigned NOT NULL,
  `option` tinyint unsigned NOT NULL,
  `excellent` tinyint unsigned NOT NULL,
  `ancient` tinyint unsigned NOT NULL,
  `option_380` tinyint unsigned NOT NULL,
  `harmony` tinyint unsigned NOT NULL,
  `socket_1` smallint unsigned NOT NULL,
  `socket_2` smallint unsigned NOT NULL,
  `socket_3` smallint unsigned NOT NULL,
  `socket_4` smallint unsigned NOT NULL,
  `socket_5` smallint unsigned NOT NULL,
  `socket_bonus` tinyint unsigned NOT NULL,
  `locked` tinyint unsigned NOT NULL,
  `data_1` int(0) NOT NULL DEFAULT 0,
  `data_2` int(0) NOT NULL DEFAULT 0,
  `data_3` int(0) NOT NULL DEFAULT 0,
  `personal_store_price` int unsigned NOT NULL,
  `personal_store_job` smallint unsigned NOT NULL,
  `personal_store_jos` smallint unsigned NOT NULL,
  `personal_store_joc` smallint unsigned NOT NULL,
  `expire_date` bigint(0) NOT NULL DEFAULT 0,
  `flags` int unsigned NOT NULL,
  PRIMARY KEY (`id`, `box`, `slot`) USING BTREE,
  UNIQUE INDEX `DupeInv`(`server`, `serial`, `serial_cash_shop`) USING BTREE,
  INDEX `id`(`id`) USING BTREE,
  INDEX `box`(`box`) USING BTREE,
  INDEX `slot`(`slot`) USING BTREE,
  INDEX `idx_id_and_box`(`id`, `box`) USING BTREE,
  INDEX `idx_id_and_box_and_slot`(`id`, `box`, `slot`) USING BTREE
) ENGINE = InnoDB CHARACTER SET = utf8 COLLATE = utf8_general_ci ROW_FORMAT = Dynamic;
Thanks Javi for share that table, and ITS one very important to prevent dupes. Also we realize what is the engine ( innodb) and some original data that Legend.mu has been used

 
Junior Spellweaver
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Re: [Release] Legend.mu client & server source code S16 1.1

Done schema of characters DB.
Missed some primary keys, no indexes. Maybe some unsigned need, but i doubt about so high int values.



View attachment database.zip
Updated database schemas login and log



Updated:
View attachment characters.zip
Missed some columns and 1 table.
Now loading ServerLink without mysql errors.
 

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Initiate Mage
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That was sooo funny. Getting normal emulator base is destroying mu comminuty? LOL
Basically it will , yes ,but thats the case if files were completed and updated but that will take a while as the ones who will run this files first wont release them. The owners do not tell the real reason behind the release , this files are stuck on s16part1 , if in 1 year from now having s16part1 makes sense to you then hands up. Overall it is very good release and unique files as legend was known for smoother game client than all others.
 
Junior Spellweaver
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Basically it will , yes ,but thats the case if files were completed and updated but that will take a while as the ones who will run this files first wont release them. The owners do not tell the real reason behind the release , this files are stuck on s16part1 , if in 1 year from now having s16part1 makes sense to you then hands up. Overall it is very good release and unique files as legend was known for smoother game client than all others.
176 more tables from game db and i can run this server.
Dunno about client, maybe we need to get right dec/enc.
I will share db when done.
But game db have all data folder, it will be cost some time
 
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176 more tables from game db and i can run this server.
Dunno about client, maybe we need to get right dec/enc.
I will share db when done.
But game db have all data folder, it will be cost some time

Thank you, please make the dream come true ... For all Mu fans
 
Junior Spellweaver
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Basically it will , yes ,but thats the case if files were completed and updated but that will take a while as the ones who will run this files first wont release them. The owners do not tell the real reason behind the release , this files are stuck on s16part1 , if in 1 year from now having s16part1 makes sense to you then hands up. Overall it is very good release and unique files as legend was known for smoother game client than all others.

We are not the best unpacking main.exe, not even close to be good at that.

Season 16 1.3 was a hard challenge and we weren't able to continue.

Also we are on new projects and we belived it was a good idea to release this sources to the community.

We hope you can keep working on it. We are going to help when we can.
 
Skilled Illusionist
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Well the infraestructure of the Database is insane :p, I dont wanna to imagine the amount of "gigas" on a big server (like mulgd.com)

So at this moment we have 5 databases:

MuDatabase with 82 tables
GameServerDatabase with 176 tables
MuLogDatabase with 20 tables
LoginDatabase with 16 tables
EditorDatabase with 5 tables

I created a Sheet to handle all the info and to realize what is the status of each Database, with credits on each column, please let me know if any of the contributors wanna edit and sendme a inbox.



I have a doubt if Legend.mu use MySQL or Percona but this could be something maybe regarding performance

kwSSy0b - [Release] Legend.mu client & server source code S16 1.1 - RaGEZONE Forums
 

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Junior Spellweaver
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We use MySQL.

Editor database is useless. That was some kind of editor attempt using database but we never finished it.
 
Junior Spellweaver
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Re: [Release] Legend.mu client & server source code S16 1.1

Well the infraestructure of the Database is insane :p, I dont wanna to imagine the amount of "gigas" on a big server (like mulgd.com)

So at this moment we have 5 databases:

MuDatabase with 82 tables
GameServerDatabase with 176 tables
MuLogDatabase with 20 tables
LoginDatabase with 16 tables
EditorDatabase with 5 tables

I created a Sheet to handle all the info and to realize what is the status of each Database, with credits on each column, please let me know if any of the contributors wanna edit and sendme a inbox.



I have a doubt if Legend.mu use MySQL or Percona but this could be something maybe regarding performance

Done 70 tables from game db.
Updated other.
Later will upload



View attachment database.zip
Updates and 70-80 tables from game


@mesosa, i cant find scheme for mix_template in game db :*:
It's unused?
 

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Junior Spellweaver
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Re: [Release] Legend.mu client & server source code S16 1.1

Bro i see mix in MixHandler.cpp


P.S.
если ты про миксы хаос машины
 
Experienced Elementalist
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Re: [Release] Legend.mu client & server source code S16 1.1

If I were to work on this project, I would refactor the db architecture. Server configuration can be done in many other ways, I don't see why one would introduce such a big complexity in a project like this. Even if I had the db to begin with, that is.
 
Initiate Mage
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Mulegend, thank you reply.

you could post the S15 to keep track of the variations and differences and of course it would also allow the community to create s15 servers.
clear as long as it doesn't affect your business and you don't use the files anymore.
 
Junior Spellweaver
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Re: [Release] Legend.mu client & server source code S16 1.1

Quest_mu_s16 and muun_s16 is missing in code.
Back to schemas
synth3r we can get settings from code, i think most of the problem will be some tables...
Mulegend thx for help, anyway if you can, share some hard to get data, other data i think we can reproduce.

PS looking for s15 or s14 data folder without customs



Settings in GameServer.cpp
 
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