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login 0/5000 even theres player inside..

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Hello Gunz Community hope someone can help me with my problem,when i login i see 0/5000 on login status even theres player playing inside.please help me i use jur13n files..thanks in advance guys more power!.
 
Initiate Mage
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Hello Gunz Community hope someone can help me with my problem,when i login i see 0/5000 on login status even theres player playing inside.please help me i use jur13n files..thanks in advance guys more power!.

Hello NoLimit.

Find this at your MMatchserver.cpp
Code:
#ifdef LOCALE_KOREA        
        int nNatePlayer = 0;

        for(MMatchObjectList::iterator iter = m_Objects.begin(); iter != m_Objects.end(); iter++) 
        {
            MMatchObject* pObj = (MMatchObject*)iter->second;
            if( pObj->GetAccountInfo()->m_nCCode == 30 ) { nNatePlayer++; }
        }

        bResult = m_MatchDBMgr.UpdateServerStatus_Netmarble(MGetServerConfig()->GetServerID(), nCurPlayer, nNatePlayer);
#else
        bResult = m_MatchDBMgr.UpdateServerStatus(MGetServerConfig()->GetServerID(), nCurPlayer);
#endif

Then replace it with this

Code:
#ifdef LOCALE_KOREA        
        int nNatePlayer = 0;

        for(MMatchObjectList::iterator iter = m_Objects.begin(); iter != m_Objects.end(); iter++) 
        {
            MMatchObject* pObj = (MMatchObject*)iter->second;
            if( pObj->GetAccountInfo()->m_nCCode == 30 ) { nNatePlayer++; }
        }

     //   bResult = m_MatchDBMgr.UpdateServerStatus_Netmarble(MGetServerConfig()->GetServerID(), nCurPlayer, nNatePlayer);
// #else
        bResult = m_MatchDBMgr.UpdateServerStatus(MGetServerConfig()->GetServerID(), nCurPlayer);
#endif

For more info you can check the theard i've made on how to do it.
http://forum.ragezone.com/f245/release-fixing-auto-update-players-906338

All the best.
Korey.
 
Last edited:
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Joined
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Sir korey can you do it for me cause i dont have visual here i just post my matchserver.exe here it is sir i just dont have program to edit it sir kindly do it for me sir.thank you in advance sir.
 
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