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Old 09-16-2009   #1 (permalink)
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[Dev] RageScape 3.0

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Well after long wait, frustrating nights, and dedication from AJ, We're finally making progress enough that we want to show to you all. Now most of you know about the Jolt environment, Which has been AJ's new server Framework. More recently, He's started implementing the features that pertain to Runescape, namely our 508. We're doing great, with getting players logged in, and such. finally heeding my advice, AJ's converted all of the item definitions to database script! This has never been achieved on any public framework, and it's one of the reasons why we're the best. he's also implemented a new event handler system, Which is many times faster than our current crap loop process. here's just a lil' taster of what we're discussing in the Game master lounge :3


AJ's Part:
So basically, RageScape 3.0 will be a completely new server! For those who think that I have been slacking off, I have been collecting all the bugs and problems that users are currently having, and making good use of the information. So please, don't think me, daniel or frank are not doing anything about these problems! The server will be highely revised which takes time, but leads to less bugs.

Not only will gameplay be more efficient and stable, things on the website and security will be up held for major development from our web-dev master, Frank.
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Last edited by TheAJ; 09-16-2009 at 03:08 AM.
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Old 09-16-2009   #2 (permalink)
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Re: [Dev] RageScape 3.0

Just started at getting items done

I changed my mind and want to add all the items to the database so in admincp, frank can make a editing tool so we can easily change the bonuses, cost, etc.

Also wrote a crazy event timer which will help increase performance by 400-500% against what we have now!

Right now:
1 Engine, all processes are hardwritten, using integers to count down

New system:
Thread pool, softwritten (disposed after it's finished, so we save memory and performance), uses build in CLR timer (windows scheduler)

Reason why it's really good is cause it allows managed and unmanaged event handling, and everything is thread pooled, but every timer is reused - so less memory needs to be dumped. It also supports instances of safe threads and ability to add and remove listeners to the call back method - meaning we don't need to "queue" or wait to add in the event, it's instantly ran. Each event is 12kb, but disposed and almost fully reused, meaning each event, 4kb is dumped to garbage collection, but considering the power of the CLR, garbage collection is already managed, and there is not need for me to add a cleanup worker (or atleast not yet).

Following operations can be possible:
Managed* event with interval
Managed* event with interval and iteration (number of times it should repeat the event)
Managed* event with anonymous handler
Unmanaged event with interval
Unmanaged event with interval and iteration
Unmanaged event with anonymous handler

anonymous handler are events that don't have a specific family.
eg:
Code:
RuneScape.GetEventManager().SubmitEvent(1000, 5, 
    delegate
    {
        Jolt.GetLog().WriteDebug("testing anonymous event"); 
    });
Event.cs:
Code:
/* ######################################## *\
 * ### Copyright (C) 2009 AJ Ravindiran ### *
\* ######################################## */
using System;
using System.Timers;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace AJRavindiran.Jolt.RuneScape.Events
{
    /// <summary>
    /// Represents a single event.
    /// </summary>
    public abstract class Event
    {
        #region Properties
        /// <summary>
        /// The interval between each loop.
        /// </summary>
        public long Interval { get; set; }
        /// <summary>
        /// Number of times the execution should be done.
        /// </summary>
        public int Iterations { get; set; }
        #endregion Properties

        #region Constructors
        /// <summary>
        /// Constructs a new event class.
        /// </summary>
        public Event(long interval, int iterations)
        {
            this.Interval = interval;
            this.Iterations = iterations;
        }

        /// <summary>
        /// Constructs a new event class.
        /// </summary>
        public Event(long interval)
        {
            this.Interval = interval;
            this.Iterations = 0;
        }
        #endregion Constructors

        #region Methods
        /// <summary>
        /// Execute module.
        /// </summary>
        public abstract void Execute(Object sender, ElapsedEventArgs e);
        #endregion Methods
    }
}
EventManager.cs:
Code:
/* ######################################## *\
 * ### Copyright (C) 2009 AJ Ravindiran ### *
\* ######################################## */
using System;
using System.Timers;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace AJRavindiran.Jolt.RuneScape.Events
{
    /// <summary>
    /// Represents management for events.
    /// </summary>
    public class EventManager
    {
        #region Methods
        public void SubmitEvent(Event e)
        {
            if (e.Iterations >= 0)
                SubmitEvent(e.Interval, e.Iterations, e.Execute);
            else
                SubmitEvent(e.Interval, e.Execute);
        }

        public Timer SubmitUnmanagedEvent(Event e)
        {
            if (e.Iterations >= 0)
                return SubmitUnmanagedEvent(e.Interval, e.Iterations, e.Execute);
            else
                return SubmitUnmanagedEvent(e.Interval, e.Execute);
        }

        public void SubmitEvent(long interval, ElapsedEventHandler handler)
        {
            var timer = new Timer(interval);
            timer.Elapsed += handler;
            timer.Start();
        }

        public void SubmitEvent(long interval, int iterations, ElapsedEventHandler handler)
        {
            var timer = new Timer(interval);
            timer.Elapsed += handler;
            timer.Elapsed += (s, e) => { if (--iterations <= 0) { timer.Stop(); timer.Close(); timer.Dispose(); } };
            timer.Start();
        }

        public Timer SubmitUnmanagedEvent(long interval, ElapsedEventHandler handler)
        {
            var timer = new Timer(interval);
            timer.Elapsed += handler;
            return timer;
        }

        public Timer SubmitUnmanagedEvent(long interval, int iterations, ElapsedEventHandler handler)
        {
            var timer = new Timer(interval);
            timer.Elapsed += handler;
            timer.Elapsed += (s, e) => { if (--iterations <= 0) timer.Stop(); timer.Close(); timer.Dispose(); };
            return timer;
        }
        #endregion Methods
    }
}
Example event: ConsoleEvent.cs:
Code:
/* ######################################## *\
 * ### Copyright (C) 2009 AJ Ravindiran ### *
\* ######################################## */
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace AJRavindiran.Jolt.RuneScape.Events.Implements
{
    public class ConsoleEvent : Event
    {
        #region Constructors
        public ConsoleEvent(long interval) : base(interval) { }
        public ConsoleEvent(long interval, int iterations) : base(interval, iterations) { }
        #endregion Constructors

        #region Methods
        public override void Execute(object sender, System.Timers.ElapsedEventArgs e)
        {
            Jolt.GetLog().WriteInfo("Testing console event.");
        }
        #endregion Methods
    }
}
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Old 09-16-2009   #3 (permalink)
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Re: [Dev] RageScape 508 3.0

As a heads up, I will be creating a thread as well when a little bit more progress has been made on my framework
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Old 09-16-2009   #4 (permalink)
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Re: [Dev] RageScape 508 3.0

Current progress on items: https://jolte.svn.codeplex.com/svn/t.../Models/Items/

Keep in mind, most things in this thread will be "programming logic" so you may need to know a small bit of knowledge to follow along, but i will try to brief things out.

Also, i am recruiting some C# programmers, for more information: http://forum.ragezone.com/f206/runes...needed-607934/
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Old 09-16-2009   #5 (permalink)
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Re: [Dev] RageScape 508 3.0

Good to hear the server is going to be upgraded and getting way's better.
I will look what I can do for the server and stuff like that an wait what's going to happen!
Anyways good luck on coding and recreating the server.
GL on RageScape 3.0!
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Old 09-16-2009   #6 (permalink)
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Re: [Dev] RageScape 508 3.0

WOOT!!!!!!
This sounds AWSOME!!!
i just cant wait!
this is the best ever,Ragescape has got to be the best server ever,with their cms,grand exchange,and now this! and you hardly even see any mysql integrated servers too!

and this definately beats the old loop system,i just cant wait!!! woo!!!

and a question:
will we keep our character?
please say we will!?
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Old 09-16-2009   #7 (permalink)
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Re: [Dev] RageScape 508 3.0

Finally, I've been waiting for some major improvements in Ragescape and this is big! This looks great and can't wait until it is in action. Do yall have like any idea when it is complete? Like ragescape's 1 year anniversary :D
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Re: [Dev] RageScape 508 3.0

evrything is big! just like ragescape
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Old 09-16-2009   #9 (permalink)
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Re: [Dev] RageScape 508 3.0

Frank is making an option that will save users. We cannot give any more information of users etc though, strictly the server, website and security :)
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Re: [Dev] RageScape 508 3.0

ok ,and i applied for coder btw,
also thanks for the info,
and do you mind me going through some of you'r files on you'r jolt.svn.codeplex website?
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Old 09-16-2009   #11 (permalink)
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Re: [Dev] RageScape 508 3.0

I am keeping the project open source, but it's only for looking at and getting ideas. I'm not providing the database / any of the files needed :).
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Re: [Dev] RageScape 508 3.0

yeh lol i understand that. make it the one and only server,

thats unique ftw!
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Re: [Dev] RageScape 508 3.0

So no account resetting :) Lmao, I can't wait.
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Old 09-16-2009   #14 (permalink)
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Re: [Dev] RageScape 508 3.0

Some people may hate this, but we will be trying to be as original as runescape, meaning realistic prices, aswell as harder EXP. Right now, exp is x**** i plan to change to x25, so it takes some time, but doesn't get boring

Good part, everything we make will be as realistic as possible :), especially woodcutting, with the groovy ass exp rates :P
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Old 09-16-2009   #15 (permalink)
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Re: [Dev] RageScape 508 3.0

I like that idea.
Makes the game more fun to play and you will get more the idea you play RuneScape.
That's the idea you need to get from a private server.
The fast lvling is like boring because you will get the high lvl extremly fast and than is the fun off the game.
Anyway that's all I need to say right now.
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Old 09-16-2009   #16 (permalink)
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Re: [Dev] RageScape 508 3.0

Originally Posted by TheAJ View Post
Some people may hate this, but we will be trying to be as original as runescape, meaning realistic prices, aswell as harder EXP. Right now, exp is x**** i plan to change to x25, so it takes some time, but doesn't get boring

Good part, everything we make will be as realistic as possible :), especially woodcutting, with the groovy ass exp rates :P
Wow, this has been really controversial but i'm ok with it as long as it's just a little bit higher than runescape. And will there be any new skills / Mini-games?
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Old 09-16-2009   #17 (permalink)
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Re: [Dev] RageScape 508 3.0

There are no skills yet :P

This is basically what we have now:


Most of the Jolt Environment framework is done, so should be easier to get things done now.
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Old 09-16-2009   #18 (permalink)
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Re: [Dev] RageScape 508 3.0

Looks like you need to do something about the mini-map. xD
Anyway looks like the game is stable :P
But I hope you will start on the skills soon ;)
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Old 09-16-2009   #19 (permalink)
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Re: [Dev] RageScape 508 3.0

WOOT this is just awsome,i know people may get pissed or something over the new xp rates,but im not! this is gonna be awsome,i cant wait atall!,(and the xp rates will make it harder for Metal91(but he allready has like 1 million rebirths ))
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Old 09-17-2009   #20 (permalink)
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Re: [Dev] RageScape 508 3.0

Items container and loader finished, loading time is supprisingly fast actually for 12,000 items!

Item.cs: https://jolte.svn.codeplex.com/svn/t.../Items/Item.cs
ItemDefinition.cs: https://jolte.svn.codeplex.com/svn/t...mDefinition.cs
ItemDefinitionBonus.cs: https://jolte.svn.codeplex.com/svn/t...nitionBonus.cs
ItemDefinitionLoader.cs: https://jolte.svn.codeplex.com/svn/t...itionLoader.cs
ItemDefinitionPrice.cs: https://jolte.svn.codeplex.com/svn/t...nitionPrice.cs
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Re: [Dev] RageScape 508 3.0

Adding upon the Item loader... AJ's got all 12000 items fully defined only using 6mb! That's extreme for 12000 items, and it's full, so referencing will be extra speedy
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Old 09-17-2009   #22 (permalink)
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Re: [Dev] RageScape 508 3.0

looking good! :P
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Old 09-17-2009   #23 (permalink)
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Re: [Dev] RageScape 508 3.0

Wow! Alot of progess being made!

Good luck with the rest of the project.
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Re: [Dev] RageScape 508 3.0

wtf.....
theres a new update evryday almost!
w00t Jolt Enviroment is gonna be awsome!!!!!!!
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Re: [Dev] RageScape 508 3.0

Updates....
More like anouncements :P
Anyway
I think this is going quite fast!
Keep up the Great and Fast Coding work!
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