Excuse BluMan he sounds a little rude all the time, he is a rude boy lol...
Anyway here is how you connect to DB on VeMU Library in ASM:
Note that i read DNS, Pass and UserName from ini file.Code:;-------------------------------------------------------------------- ; Initialise the options for connect to Database ;-------------------------------------------------------------------- mov pSQLStruct.AllocHandle.HandleType, SQL_HANDLE_ENV mov pSQLStruct.AllocHandle.InputHandle, NULL mov pSQLStruct.EnviromentAttr.Attribute, SQL_ATTR_ODBC_VERSION mov pSQLStruct.EnviromentAttr.ValuePtr, SQL_OV_ODBC3 mov pSQLStruct.EnviromentAttr.StringLen, NULL ;-------------------------------------------------------------------- ; Read the DNS, UserName and Password from file ; And set them into library struct, also the length of each string ;-------------------------------------------------------------------- Invoke GetPrivateProfileString, $CTA0("DatabaseManager"), $CTA0("Username"), $CTA0("root"), Addr pSQLStruct.szUserName, \ SizeOf pSQLStruct.szUserName, $CTA0("./OperationServer.ini") mov pSQLStruct.UserNameLen, eax Invoke GetPrivateProfileString, $CTA0("DatabaseManager"), $CTA0("Password"), $CTA0("test"), Addr pSQLStruct.szPassword, \ SizeOf pSQLStruct.szPassword, $CTA0("./OperationServer.ini") mov pSQLStruct.PasswordLen, eax Invoke GetPrivateProfileString, $CTA0("DatabaseManager"), $CTA0("DSN"), $CTA0("VeMU"), Addr pSQLStruct.szDNS, \ SizeOf pSQLStruct.szDNS, $CTA0("./OperationServer.ini") mov pSQLStruct.DNSLen, eax ;-------------------------------------------------------------------- ; Call to connect to Database ;-------------------------------------------------------------------- invoke V_SQL_Connect, addr pSQLStruct
Its been tested ofc and works 100%.
I need to test it tomorrow or past tomorrow.Code:Encryption / Decryption 100% Read from Dec and Enc file 100%![]()
VeMU 0.0.6 compiled !
Tomorrow test + OperationServer + ConnectServer.
MySQL Database supported and working.
Posting tomorrow more detailed info + pictures.
All connected
Ill keep updating with more pics on this post.
All authed:
First client + VeMU PIC:
Code:- All VeMU library working 100% - OS working 100% - Dec1.dat and Enc2.dat read 100% - Decryption + optimised 100% - Encryption left to test - CS is going to be rewritted on ASM
VeMU library + VeMU:MUOnline source code example can be used has a base for any game emulation.
VeMU Library can make in 10 minutes a full stable internal client like OperativeServer and can be used too has base of GameServer.
Soon is going to be released...
Why all internal clients in ASM? well since VeMU library is so easy to use its like 10 minutes of coding and got everything done.
Like i say before all emulators can have S5 EP1000 if they want, but only 1 will have a good base, fast and editable enough for fix this community and kill noobs :B
Last edited by theunknownguy; 01-05-10 at 11:16 PM.
Can u do something like: season1 ep2 = on/off?
And will be cool if server can handle old and new packets.
Ill do different builds, ill start with S2 and once is over ill leave that pack to people that like S2 and continue with rest of seasons.
If i follow your idea i will waste more resources + unnesesaries lines of coding + time = big mess...
So doing different builds for different seasons would be the answer to keep stability + fastness and dont waste much time.
But forget about old version, i start from S2 with summoner
But in any case its source code open and its a matter to just delete some packets from file and re compile and you have old season :B
i don't think season2 have summoner,it is a season3 episode2 character,anyway is it looks like this will be a great emulator.
Can you attach a picture with server running and resource usage?
Yeap, I'd like to see that too but also (when you will have MonsterSetBase.txt loaded) to see how much then the VeMU uses resources.Can you attach a picture with server running and resource usage?
Just take in mind that resources doesnt mean speed, just memory allocation, speed you can referred has CPU usage and more exactly to opcodes per cycle.Code:Resources = Memory usage Memory Usage = Allocated virtual space Allocated Virtual Space = Monsters + Items + Object + etc structs
Still dont try to compare speed with any other emulator, this is ASM optimised you wont find a faster one and period. I use real measurement macros times.
And still resource usage is pretty low... but its not something that is easy to controll, all space that is allocated is used 100%.
If you could watch the pictures you can see i load MonsterSetbase with 5423 monsters, also for you here is the list of current files loaded:Yeap, I'd like to see that too but also (when you will have MonsterSetBase.txt loaded) to see how much then the VeMU uses resources.
Code:- Monster - MonsterSetbase - MobItemManager - ItemScript - Shop0 to Shop20 - Gates - Terrain1 to Terrain57 - Dec / Enc files - Internal connection files
Estimated time of load, prepare, execute, etc = Less than 100 milliseconds.
(On a XP SP2 OS + Core Duo, 1MB ram).
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Last edited by theunknownguy; 02-05-10 at 08:47 PM.
Ill release has an extra the original WZ dec / enc fuction full documents in ASM source but documentation in math high level sintax. (C style)
VeMU:MUOnline will use an optimised version of the dec / enc shift algorithm, so in order to do an education lesson ill post the full original one documented + the optimised one document.
Well we heading towards the first in game things, wich i say where going to be the fast things and i keep my word...
Delayment is caused the library + detailed documentation + a full good loking style of ASM coding and ofcourse optimisation everywhere i can.
Release between today or tomorrow (of enc / dec)
Last edited by theunknownguy; 04-05-10 at 11:40 AM.
Code:- Login 100% (verification via MySQL database) - Enc / Dec 100% (optimised version) - VeMU library 100% working and tested
Now started first in game bullshit called Character preview
PS:Before working on it ill released what is promise (enc/dec original) and VeMU library so once i released i start with char preview.
PS2:Its getting very hard to get the less of 100 milliseconds per load, but why? well since i am adding more options on file its consuming more milliseconds on read, ill expect the more options are the more milliseconds would take.
I will still try to optimise more i know i can re made somethings and make them faster, but i wont promise less than 100 milliseconds, if i can cool...
Last edited by theunknownguy; 05-05-10 at 10:44 AM.
Well Enc / dec released is pending approval on released section.
I start with:
Code:- Char Selection - Char Creation - Database System items - Other details.
UPDate of progress 4:13 AM:
Code:- Char Selection 100% - Char Creation 0% - Database System items 20% - Account manager creator 100% (blustudio)
Last edited by theunknownguy; 08-05-10 at 11:11 AM.
Any news?