Hello
I resolve to not being able to use the same user account to access the server only once ?
Hello
I resolve to not being able to use the same user account to access the server only once ?
Relax mate, no need to double post and get mad on us.
We dont exactly understand what you want help with..
you want same user to connect server with different accounts on same Computer?
what u want exactly.
For me, the problem is that the same user account can be entered twice and twice to enter the same character
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that's new for me, but i am sure somewhere in the files there must be config for that.
source problem or only server config?
i think source problem u use Season 6 MUEmu right? i checked the files and i dont find any config for that.
perhaps some idea of what to look for in the source file ? Game server or server or any connection to the boil main.dll look for ?
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Karli ,
may be related to the InitHackCheck turned off ?
U can try that
Sent from my iPhone.
You can do what I do,
if account is already connected when you try to login, disconnect it.
As long as players are not giving up their accounts to everybody,
it makes no problems, and solves already connected problems.
That has to be done in the source btw.
Any ideas? Multi-client and multi-account problem
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I told you a solution,
if account is already connected, then disconnect it on login.
If you don't have source or enough knowledge, maybe try other files,
those are probably not the only files of the season you want. :)
Some other ideas anyone ?
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oooo lol!
CServerDisplayer::SetWindowName() code problem... :)
release code:
wsprintf(buff,"[%s] JoinServer (QueueSize : %d) (AccountCount : %d/%d)",JOINSERVER_VERSION,gSocketManager.GetQueueSize(),
gAccountManager.GetAccountCount(),
#if PROTECT_STATE
gJoinServerMaxAccount[gProtect.m_AuthInfo.PackageType][gProtect.m_AuthInfo.PlanType]
#else
MAX_ACCOUNT
#endif );
working already account code:
void CServerDisplayer::SetWindowName() // OK
{
char buff[256];
wsprintf(buff,"[%s] JoinServer (QueueSize : %d) (AccountCount : %d/%d)",JOINSERVER_VERSION,gSocketManager.GetQueueSize(),
gAccountManager.GetAccountCount()> 1,
#if PROTECT_STATE
gJoinServerMaxAccount[gProtect.m_AuthInfo.PackageType][gProtect.m_AuthInfo.PlanType]
#else
MAX_ACCOUNT
#endif
);