Hi, I have a problem logging into the server and every hint is valuable.
Im using " [RELEASE] GUARDIAN VERSION SERVER FILES AND CLIENT - V519 "
Edited files network.properties and service.ini in client folder to match local computer ip "192.168.0.24" / server
Account creation works but when you try connect to channel client disappears
How to fix it?
Goal is to connect 2 user into lan server
service.ini
realmserver\configs\network.properties
worldserver\configs\network.properties
---------------------------------------------------------------------------------------------------------
Hi,
I use "Final Black Desert Emu 491" for my tests.
I've tried a lot but I'm stuck.
Setup:
Client and Server are on different PC but in same lan network.
192.168.0.14 <= serwer
192.168.0.24 <= client
Opening ports from 8888 to 9000 on both PC
switching off/on windows firewall on both PC
messing around with network.properties in gameserver and loginserver
Did not help in anything
Every hint is valuable
Problem
After login to client using same login and password. Every time creates a new family name and does not move on.
Ends up disconnecting from the server.
Service.ini
Im using " [RELEASE] GUARDIAN VERSION SERVER FILES AND CLIENT - V519 "
Edited files network.properties and service.ini in client folder to match local computer ip "192.168.0.24" / server
Account creation works but when you try connect to channel client disappears
How to fix it?
Goal is to connect 2 user into lan server
service.ini
[SERVICE]TYPE=GTRES=_EN_[GT]AUTHENTIC_DOMAIN=192.168.0.24AUTHENTIC_PORT=8888PATCH_URL=http://downtest1.black.game.daumserver.com/patch/isLoadBinaryStaticStatus=1
realmserver\configs\network.properties
Code:
# Rmi connection host.network.rmi.host = 192.168.0.24# Rmi connection port.network.rmi.port = 9000# Rmi connection password.network.rmi.password = 1234# Server version supported# NA-EU: 4635 - 491# NA-EU: 4861 - 661# NA-EU: 4861 - 795network.server.version = 4861# Client support european.network.encrypt.packets = true# Host for server binding.# Default: 0.0.0.0network.host = 0.0.0.0# Port for server binding.# Default: 8888network.port = 8888# Show debug messages.# Default: falsenetwork.debug = true# Packet executing mode.# DIRECT - The worst. Income packets are directly executed after receiving and decrypting. As packets here implemented terribly, it not only increases latency, but decrease overall performance significant.# OFFLOAD - Offloads execution to a ThreadPool. Good option with POOLED IOExec mode. Increases throughput but also may increase context switch count.# Default: OFFLOADnetwork.packet.exec.mode = OFFLOAD# Receive buffer size.# Default: 32768network.recv.buffer.size = 32768# Send buffer size.# Default: 65536network.send.buffer.size = 65536# NetworkThread socket backlog size.# See: [URL="http://www.linuxjournal.com/files/linuxjournal.com/linuxjournal/articles/023/2333/2333s2.html#"]Linux Network Programming, Part 1[/URL] Default: 50network.server.socket.backlog = 50# Client socket options.# SO_SNDBUF - the size of the socket's send buffer. On most systems this the size of a kernel buffer so be careful! See RFC1323.# SO_RCVBUF - the size of the socket's receive buffer. On most systems this the size of a kernel buffer so be careful! See RFC1323.# TCP_NODELAY - The Nagle algorithm. Enabling it increases throughput but also increases latency. See RFC1122.# Default: SO_SNDBUF(8192);SO_RCVBUF(8192);TCP_NODELAY(true)network.client.socket.options = SO_SNDBUF(8192);SO_RCVBUF(8192);TCP_NODELAY(true)# NetworkThread socket options.# SO_REUSEADDR - if true, prevents socket from usage until all opened sockets are really closed. See RFC793.# Default: SO_REUSEADDR(true);SO_RCVBUF(4096)network.server.socket.options = SO_REUSEADDR(false);SO_RCVBUF(4096)# IO Network thread execution mode.# POOLED - All IO operations are executed in a special thread IO execution pool# FIXED - All IO operations execution is spread across fixed number of treads# Default: POOLEDnetwork.io.execution.mode = POOLED# Number of IO Network threads.# Default: -1 (Processor count)network.io.execution.thread.num = -1# Income packet header size.# Default: 3network.income.packet.header.size = 3# Max income packet size.# Default: 16384network.max.income.packet.size = 16384# Outcome packet header size.# Default: 3network.outcome.packet.header.size = 3# Max outcome packet size.# Default: 16384network.max.outcome.packet.size = 16384
worldserver\configs\network.properties
Code:
# Rmi connection host.network.rmi.host = 192.168.0.24# Rmi connection port.network.rmi.port = 9000# Rmi connection password.network.rmi.password = 1234# Server version supported# NA-EU: 4635network.server.version = 4635# Client support european.network.encrypt.packets = true# Host for server binding.# Default: 0.0.0.0network.host = 0.0.0.0# Port for server binding.# Default: 8888network.port = 8889# Show debug messages.# Default: falsenetwork.debug = true# Packet executing mode.# DIRECT - The worst. Income packets are directly executed after receiving and decrypting. As packets here implemented terribly, it not only increases latency, but decrease overall performance significant.# OFFLOAD - Offloads execution to a ThreadPool. Good option with POOLED IOExec mode. Increases throughput but also may increase context switch count.# Default: OFFLOADnetwork.packet.exec.mode = OFFLOAD# Receive buffer size.# Default: 32768network.recv.buffer.size = 32768# Send buffer size.# Default: 65536network.send.buffer.size = 65536# NetworkThread socket backlog size.# See: http://www.linuxjournal.com/files/linuxjournal.com/linuxjournal/articles/023/2333/2333s2.html# Default: 50network.server.socket.backlog = 50# Client socket options.# SO_SNDBUF - the size of the socket's send buffer. On most systems this the size of a kernel buffer so be careful! See RFC1323.# SO_RCVBUF - the size of the socket's receive buffer. On most systems this the size of a kernel buffer so be careful! See RFC1323.# TCP_NODELAY - The Nagle algorithm. Enabling it increases throughput but also increases latency. See RFC1122.# Default: SO_SNDBUF(8192);SO_RCVBUF(8192);TCP_NODELAY(true)network.client.socket.options = SO_SNDBUF(8192);SO_RCVBUF(8192);TCP_NODELAY(true)# NetworkThread socket options.# SO_REUSEADDR - if true, prevents socket from usage until all opened sockets are really closed. See RFC793.# Default: SO_REUSEADDR(true);SO_RCVBUF(4096)network.server.socket.options = SO_REUSEADDR(false);SO_RCVBUF(4096)# IO Network thread execution mode.# POOLED - All IO operations are executed in a special thread IO execution pool# FIXED - All IO operations execution is spread across fixed number of treads# Default: POOLEDnetwork.io.execution.mode = POOLED# Number of IO Network threads.# Default: -1 (Processor count)network.io.execution.thread.num = -1# Income packet header size.# Default: 3network.income.packet.header.size = 3# Max income packet size.# Default: 16384network.max.income.packet.size = 16384# Outcome packet header size.# Default: 3network.outcome.packet.header.size = 3# Max outcome packet size.# Default: 16384network.max.outcome.packet.size = 16384
---------------------------------------------------------------------------------------------------------
Hi,
I use "Final Black Desert Emu 491" for my tests.
I've tried a lot but I'm stuck.
Setup:
Client and Server are on different PC but in same lan network.
192.168.0.14 <= serwer
192.168.0.24 <= client
Opening ports from 8888 to 9000 on both PC
switching off/on windows firewall on both PC
messing around with network.properties in gameserver and loginserver
Did not help in anything
Every hint is valuable
Problem
After login to client using same login and password. Every time creates a new family name and does not move on.
Ends up disconnecting from the server.
Service.ini
[SERVICE]
TYPE=NA
RES=_EN_
nationType=1
damageMeter=1
[NA]
AUTHENTIC_DOMAIN=192.168.0.14
AUTHENTIC_PORT=8888
PATCH_URL=http://downtest1.black.game.daumserver.com/patch/
TYPE=NA
RES=_EN_
nationType=1
damageMeter=1
[NA]
AUTHENTIC_DOMAIN=192.168.0.14
AUTHENTIC_PORT=8888
PATCH_URL=http://downtest1.black.game.daumserver.com/patch/
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