[WIP] Base to a GunZ emulator

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  1. #1
    Wait wut PenguinGuy is offline
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    [WIP] Base to a GunZ emulator

    This emulator is designed for the latest GunZ's client, aiming for compatibility with GunZ's 1.5 phase.

    Progress on the Emulator;
    Spoiler:

    [5/28/2011]
    -Almost complete redo of emulator.
    -Packet class, packet management, networking, etc. all redone.
    -Relies on actual BLOB's for most packets (I won't do every damn structure >_>)
    -You can get into channel and chat.
    -Character Deletion does NOT work.

    (Note; I had a pretty massive memory leak. I managed to fix it, but I left the code to catch and dump a memory leak into the Output window when debugging. If you know how to use MSVC, and you get a memory leak, take a peek and post here.)

    Image(s):
    Spoiler:





    Links;
    Spoiler:

    SVN: http://code.google.com/p/penguinemu/

    View sources online: https://penguinemu.googlecode.com/svn/trunk/
    or: / - penguinemu - 2011 IJJI GunZ emulator - Google Project Hosting

    Emulator Downloads: Downloads - penguinemu - 2011 IJJI GunZ emulator - Google Project Hosting

    Client: MEGAUPLOAD - The leading online storage and file delivery service
    (Credits to Phoenix for the client. The password is "phoenix" -- without quotes.

    Locator Emulator: (See attachments)
    Credits to Phail for Hare [the Locator Emulator]


    Credits;
    Spoiler:

    -Lambda ~ Based some design from his Clone. Code from MRealCPNet.cpp is from his clone as well.

    -RoA (RepublicOfAstra / TeamZebra) ~ Packet checksum function

    -Phail ~ Packet Encryption/Decryption routine, helping me with stoopid mistakes, etc. etc. :3
    Attached Files Attached Files
    Last edited by PenguinGuy; 29-05-11 at 06:15 AM.


  2. #2
    Doggie And Rice. Military is offline
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    Re: [WIP] Base to an GunZ emulator

    Good luck , don't forget my ideas. :D

  3. #3
    Sharing is caring KillerStefan is offline
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    Re: [WIP] Base to a GunZ emulator

    Ah the good stuff!

  4. #4
    Free men in a free world MorpheusZ is offline
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    Re: [WIP] Base to a GunZ emulator

    This is just stunnigly beautifull... , i've mentioned myself not to cry...

    Just kidding, but i really love this, do you got any special stuff in mind?
    Not like this is nothing, but just meant special edits ingame.

  5. #5
    Just Me iceman4154 is offline
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    Re: [WIP] Base to a GunZ emulator

    Once you get a base and work forward with a full emulation, there is literally nothing you can't do. The possibilities are endless. :)

    Edit:
    If you need any help and just another coder to help you get it done faster, let me know.
    Last edited by iceman4154; 14-03-11 at 04:41 AM.

  6. #6
    Wait wut PenguinGuy is offline
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    Re: [WIP] Base to a GunZ emulator

    Quote Originally Posted by MorpheusZ View Post
    This is just stunnigly beautifull... , i've mentioned myself not to cry...

    Just kidding, but i really love this, do you got any special stuff in mind?
    Not like this is nothing, but just meant special edits ingame.
    No, not really lol. Adding special additions isn't really important right now.

    Quote Originally Posted by iceman4154 View Post
    Once you get a base and work forward with a full emulation, there is literally nothing you can't do. The possibilities are endless. :)

    Edit:
    If you need any help and just another coder to help you get it done faster, let me know.
    I'd like some help with Locator, it seems like I fail with UDP. recvfrom(..) just doesn't get anything. Though that can wait, since I can just use Hare for right now and I want to re-write the packet class and have it able to work at least correctly. As of right now, it's formed like:
    Code:
    MCommand* pSend = MCommand::Create( 0x64, 0x3EA );
    pSend->m_nIndex = 11; // Need to remove the need of this
    
    pSend->WriteInt( nResult );
    ...
    ...
    pClient->Send( pSend );
    And yes, I named that class MCommand lol.
    During "Send" in the client class, is when the packet header is formed and where the checksum likes to mess with me. I'll wait a few more days 'till this emulator is actually on it's feet and stops complaining before receiving support from anybody.
    Last edited by PenguinGuy; 14-03-11 at 07:41 AM.

  7. #7
    Wait wut PenguinGuy is offline
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    Re: [WIP] Base to a GunZ emulator

    Small progress info lol.
    Managed to get the original packet class working correctly, well part of it and also fixed the packet checksum.

    ImageShack® - Online Photo and Video Hosting (As you can see what I am doing with the memcpy, I find that as a big no, since it's size is 1023 and it just copies everything. However, array management with C++ isn't quite the best, there are ways around it I believe which I am looking into.)

    As soon as I go through and clean up my source (especially my includes, I seriously obliterated them. :[) and finish up the Database class, I'll release the source. As of right now, I don't want anyone seeing the source. I'm not a really good efficient programmer, but even parts of this makes me wonder wtf I was thinking lol.
    Last edited by PenguinGuy; 14-03-11 at 09:30 AM.

  8. #8

    Re: [WIP] Base to a GunZ emulator

    That's nice. I'd like to work on it.

  9. #9
    Just Me iceman4154 is offline
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    Re: [WIP] Base to a GunZ emulator

    Well let me know when you need some help or want support. Locator is not working because it's done a little differently than MatchServer.

  10. #10
    Retired. Don't PM. SecretsOThePast is offline
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    Re: [WIP] Base to a GunZ emulator

    For the database... I would suggest using MySQL. It's simple to work with in C++ compared to MSSQL (At least imho) but it does have performance issues. If you optimize the emulator correctly, it shouldn't be an issue, though.

    Few suggestions if you use MySQL over MSSQL:

    1) Use the hell out of foreign keys to cascade delete. The main issue with any MySQL server is perfomance, and having extra unused rows does NOT help with this. Database tidyness is key for performance.

    2) Consider making a "serverhelper" application for the database. The 'serverhelper' application would take care of logging things like statistics of how many kills were done and where, if a quest round is completed, etc. MySQL is pretty slow on doing queries but for those non-asynchronous things, you can just send a small packet to a logging DB and when the logging DB receives a specific packet, you can do the logging query then.

    3) Go GPL! I hate GPL, but if you are using it, there's some nice GPL libraries that you can use. Plus there is plenty of GPL projects that have established database and utility code. If you are completely closed source you will risk people leaking your work, people rebelling and making their own version of your code, and you will get harassed by people wanting to develop because they 'know a lot'. Besides that, you can get maybe the odd person helping you out on the project, even though GoGo and Bunny&Hare were open one time and didn't get any help, you never know. Also, GPL means you have less of an issue with people attacking your servers; if you can't figure it out, maybe the community can. Same goes for coding issues and ideas too.

    4) Make sure the schema uses everything MySQL offers. If you have a query that can use a storedproc to achieve the same thing, use the storedproc directly instead of maintaining the connection and feeding it text. Rarely should you have to do that, provided the database is designed right.



    Besides those tips, remember that libraries like boost are a pain in the ass to use, and I personally avoid them like the plague just for code cleanliness. (Though, I do know people that love them for utility.)

    Linux is pretty much out of the question for gunz emulators, I believe. There's some asynchronous time function exclusive to windows that the client expects as a response, and if it's wrong the client gives up. Which is a shame and I hope someone finds a client workaround for that. (This is what I heard from Jacob anyway.)

    Hope that gives you some ideas.

  11. #11
    Enthusiast Tishiablo is offline
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    Re: [WIP] Base to a GunZ emulator

    Nice! Just try not to lose the motivation to complete it like so many other programmers hav. I love that it's written in C++. If you decide to put it up on google code, I'd be happy to contribute when I'm done working on my private server projects.

  12. #12
    Account Upgraded | Title Enabled! Torsen is offline
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    Re: [WIP] Base to a GunZ emulator

    Quote Originally Posted by Tishiablo View Post
    Nice! Just try not to lose the motivation to complete it like so many other programmers hav. I love that it's written in C++. If you decide to put it up on google code, I'd be happy to contribute when I'm done working on my private server projects.
    Its just a base. Not the full emulator.

  13. #13
    Enthusiast Tishiablo is offline
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    Re: [WIP] Base to a GunZ emulator

    Quote Originally Posted by TidusXIII View Post
    Its just a base. Not the full emulator.
    Why can't i contribute to a base?

  14. #14
    Intelligent DoucheBag jur13n is offline
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    Re: [WIP] Base to a GunZ emulator

    i like this kind of work!

    good work and don't quit..
    we need newer versions of gunz!

  15. #15
    Account Upgraded | Title Enabled! Torsen is offline
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    Re: [WIP] Base to a GunZ emulator

    Quote Originally Posted by Tishiablo View Post
    Why can't i contribute to a base?
    Never said that. You wanted it "To be completed and not dropped half way". Shit loads of others made emulators as a base, and full free release.

    I just like travis' base better.



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