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Development::Feature Requests Post suggestions/feature requests here. |
05-03-2011, 06:03 AM
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Hill Giant
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Join Date: Apr 2011
Location: Germany
Posts: 163
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MaxChars variable in database
Since it is possible to change the number of max chars per server in the sourcecode-at least working with SOF+ clients- it would be great if there was a database rule variable for that, so we don't need to change the code for every EQEmu release ourselves.
Thanks in advance and keep up the great work!
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05-03-2011, 11:54 AM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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somehow i believe that there are no char limit - you only limited by how many char you see on your login screen by your client - so Titanium will not show you more than 8, even if you have 20 in DB
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05-03-2011, 01:43 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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There is a limit and it is currently 10 (we increased it from 8 when SoF was added). There is a post with the required changes to make more work, which was posted in the support section I think.
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05-03-2011, 06:45 PM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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hmm... Trev, what would happen if I manually go into DB and change which account id a character is assigned too, and go above 10?
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05-03-2011, 07:08 PM
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Demi-God
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Join Date: Aug 2010
Posts: 1,742
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Quote:
Originally Posted by ChaosSlayerZ
hmm... Trev, what would happen if I manually go into DB and change which account id a character is assigned too, and go above 10?
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One way to find out is to try it.
The problem with the code snippet to increase the limit is that it isn't easily modifiable for a different number of slots, and it is a compile-time option so it would not be something that could be changed by a rule.
Both of those problems could be solved, but it would take a fair amount of work and presumably a lot of testing to make sure something didn't regress somewhere.
Maybe it's just me, but I don't see a really good reason to put more toons on an account when additional accounts are easy to get and having them split up gives you more flexibility with regard to boxing and such.
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05-04-2011, 02:07 AM
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Hill Giant
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Join Date: Apr 2011
Location: Germany
Posts: 163
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You could bind as many chars to your accountid as you wish, but as long as the server only sends the first 8 (10) to the client, you wont see the others in char select.
As for the benefit of having more chars on one account instead of simply more accounts, imho its nice to have one shared bank for all of my chars and I think you can enable multiboxing on the same account in the database rules. Correct me if I am wrong on that.
Well, I would volunteer to find a solution for the compile-time problem of the involved array in the charselect_struct, if theres any chance for this feature to find its way into the official release.
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05-04-2011, 04:54 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Yeah, if you have more chars than the client and/or emu supports, you will only see the first X number of characters in alphabetical order.
We could probably create a rule with minimal work by setting the hard coded stuff to use 32 as the max, then add in patches to each of the common/PatchName.cpp files similar to this example:
common/SoD.cpp around line 286
Code:
ENCODE(OP_SendCharInfo) {
ENCODE_LENGTH_EXACT(CharacterSelect_Struct);
SETUP_VAR_ENCODE(CharacterSelect_Struct);
//EQApplicationPacket *packet = *p;
//const CharacterSelect_Struct *emu = (CharacterSelect_Struct *) packet->pBuffer;
int char_count;
int namelen = 0;
- for(char_count = 0; char_count < 10; char_count++) {
+ for(char_count = 0; char_count < RuleI(World, MaxCharSelectChars); char_count++) {
if(emu->name[char_count][0] == '\0')
break;
if(strcmp(emu->name[char_count], "<none>") == 0)
break;
namelen += strlen(emu->name[char_count]);
}
There may be other stuff involved like limiting each client to it's absolute max, but that wouldn't be hard.
As for enabling the option to multi-box from the same account, I would highly recommend against it. The server causes some funky stuff to happen when you do that, which is why we added the option to disable it and made it disabled by default. I log in from the same account on my GM account with more than 1 sometimes, but only when needed. When you log off or zone one of the characters, it will boot the other to char select and swap your chars between windows most of the time. It is very annoying. It is always best to use multiple accounts when multi-boxing.
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05-04-2011, 05:29 AM
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Hill Giant
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Join Date: Apr 2011
Location: Germany
Posts: 163
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Too bad about one account multi-boxing Would be very handy if it worked...
Your idea about the char limit sounds good and would only take the following changes:
Global
Code:
#define UPPER_CHAR_LIMIT 32
eq_packet_structs.h
Code:
struct CharacterSelect_Struct {
/*0000*/ int32 race[UPPER_CHAR_LIMIT]; // Characters Race
/*0040*/ Color_Struct cs_colors[UPPER_CHAR_LIMIT][9]; // Characters Equipment Colors
/*0400*/ int8 beardcolor[UPPER_CHAR_LIMIT]; // Characters beard Color
/*0410*/ int8 hairstyle[UPPER_CHAR_LIMIT]; // Characters hair style
/*0420*/ int32 equip[UPPER_CHAR_LIMIT][9]; // 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 (Might not be)
/*0780*/ int32 secondary[UPPER_CHAR_LIMIT]; // Characters secondary IDFile number
/*0820*/ int32 drakkin_heritage[UPPER_CHAR_LIMIT]; // added for SoF
/*0860*/ int32 drakkin_tattoo[UPPER_CHAR_LIMIT]; // added for SoF
/*0900*/ int32 drakkin_details[UPPER_CHAR_LIMIT]; // added for SoF
/*0940*/ int32 deity[UPPER_CHAR_LIMIT]; // Characters Deity
/*0980*/ int8 gohome[UPPER_CHAR_LIMIT]; // 1=Go Home available, 0=not
/*0990*/ int8 tutorial[UPPER_CHAR_LIMIT]; // 1=Tutorial available, 0=not
/*1000*/ int8 beard[UPPER_CHAR_LIMIT]; // Characters Beard Type
/*1010*/ int8 unknown902[UPPER_CHAR_LIMIT]; // 10x ff
/*1020*/ int32 primary[UPPER_CHAR_LIMIT]; // Characters primary IDFile number
/*1060*/ int8 haircolor[UPPER_CHAR_LIMIT]; // Characters Hair Color
/*1070*/ int8 unknown0962[2]; // 2x 00
/*1072*/ int32 zone[UPPER_CHAR_LIMIT]; // Characters Current Zone
/*1112*/ int8 class_[UPPER_CHAR_LIMIT]; // Characters Classes
/*1022*/ int8 face[UPPER_CHAR_LIMIT]; // Characters Face Type
/*1032*/ char name[UPPER_CHAR_LIMIT][64]; // Characters Names
/*1672*/ int8 gender[UPPER_CHAR_LIMIT]; // Characters Gender
/*1682*/ int8 eyecolor1[UPPER_CHAR_LIMIT]; // Characters Eye Color
/*1692*/ int8 eyecolor2[UPPER_CHAR_LIMIT]; // Characters Eye 2 Color
/*1702*/ int8 level[UPPER_CHAR_LIMIT]; // Characters Levels
/*1712*/
};
worlddb.cpp
Code:
void WorldDatabase::GetCharSelectInfo(int32 account_id, CharacterSelect_Struct* cs) {
char errbuf[MYSQL_ERRMSG_SIZE];
char* query = 0;
MYSQL_RES *result;
MYSQL_ROW row;
Inventory *inv;
int iMaxChars = RuleI(World, MaxCharSelectChars);
if ( iMaxChars > UPPER_CHAR_LIMIT )
iMaxChars = UPPER_CHAR_LIMIT;
for (int i=0; i<iMaxChars; i++) {
strcpy(cs->name[i], "<none>");
cs->zone[i] = 0;
cs->level[i] = 0;
cs->tutorial[i] = 0;
cs->gohome[i] = 0;
}
int char_num = 0;
unsigned long* lengths;
// Populate character info
if (RunQuery(query, MakeAnyLenString(&query, "SELECT name,profile,zonename,class,level FROM character_ WHERE account_id=%i order by name limit %i", account_id, iMaxChars), errbuf, &result)) {
safe_delete_array(query);
while ((row = mysql_fetch_row(result))) {
lengths = mysql_fetch_lengths(result);
////////////
//////////// This is the current one, the other are for converting
////////////
if ((lengths[1] == sizeof(PlayerProfile_Struct))) {
strcpy(cs->name[char_num], row[0]);
PlayerProfile_Struct* pp = (PlayerProfile_Struct*)row[1];
uint8 clas = atoi(row[3]);
uint8 lvl = atoi(row[4]);
// Character information
if(lvl == 0)
cs->level[char_num] = pp->level; //no level in DB, trust PP
else
cs->level[char_num] = lvl;
if(clas == 0)
cs->class_[char_num] = pp->class_; //no class in DB, trust PP
else
cs->class_[char_num] = clas;
cs->race[char_num] = pp->race;
cs->gender[char_num] = pp->gender;
cs->deity[char_num] = pp->deity;
cs->zone[char_num] = GetZoneID(row[2]);
cs->face[char_num] = pp->face;
cs->haircolor[char_num] = pp->haircolor;
cs->beardcolor[char_num] = pp->beardcolor;
cs->eyecolor2[char_num] = pp->eyecolor2;
cs->eyecolor1[char_num] = pp->eyecolor1;
cs->hairstyle[char_num] = pp->hairstyle;
cs->beard[char_num] = pp->beard;
cs->drakkin_heritage[char_num] = pp->drakkin_heritage;
cs->drakkin_tattoo[char_num] = pp->drakkin_tattoo;
cs->drakkin_details[char_num] = pp->drakkin_details;
if(RuleB(World, EnableTutorialButton) && (lvl <= RuleI(World, MaxLevelForTutorial)))
cs->tutorial[char_num] = 1;
if(RuleB(World, EnableReturnHomeButton)) {
int now = time(NULL);
if((now - pp->lastlogin) >= RuleI(World, MinOfflineTimeToReturnHome))
cs->gohome[char_num] = 1;
}
// This part creates home city entries for characters created before the home bind point was tracked.
// Do it here because the player profile is already loaded and it's as good a spot as any. This whole block should
// probably be removed at some point, when most accounts are safely converted.
if(pp->binds[4].zoneId == 0) {
bool altered = false;
MYSQL_RES *result2;
MYSQL_ROW row2;
char startzone[50] = {0};
// check for start zone variable (I didn't even know any variables were still being used...)
if(database.GetVariable("startzone", startzone, 50)) {
uint32 zoneid = database.GetZoneID(startzone);
if(zoneid) {
pp->binds[4].zoneId = zoneid;
GetSafePoints(zoneid, 0, &pp->binds[4].x, &pp->binds[4].y, &pp->binds[4].z);
altered = true;
}
}
else {
RunQuery(query,
MakeAnyLenString(&query,
"SELECT zone_id,bind_id,x,y,z FROM start_zones "
"WHERE player_class=%i AND player_deity=%i AND player_race=%i",
pp->class_,
pp->deity,
pp->race
),
errbuf,
&result2
);
safe_delete_array(query);
// if there is only one possible start city, set it
if(mysql_num_rows(result2) == 1) {
row2 = mysql_fetch_row(result2);
if(atoi(row2[1]) != 0) { // if a bind_id is specified, make them start there
pp->binds[4].zoneId = (uint32)atoi(row2[1]);
GetSafePoints(pp->binds[4].zoneId, 0, &pp->binds[4].x, &pp->binds[4].y, &pp->binds[4].z);
}
else { // otherwise, use the zone and coordinates given
pp->binds[4].zoneId = (uint32)atoi(row2[0]);
float x = atof(row2[2]);
float y = atof(row2[3]);
float z = atof(row2[4]);
if(x == 0 & y == 0 & z == 0)
GetSafePoints(pp->binds[4].zoneId, 0, &x, &y, &z);
pp->binds[4].x = x;
pp->binds[4].y = y;
pp->binds[4].z = z;
}
altered = true;
}
mysql_free_result(result2);
}
// update the player profile
if(altered) {
uint32 char_id = GetCharacterID(cs->name[char_num]);
RunQuery(query,MakeAnyLenString(&query,"SELECT extprofile FROM character_ WHERE id=%i",char_id), errbuf, &result2);
safe_delete_array(query);
if(result2) {
row2 = mysql_fetch_row(result2);
ExtendedProfile_Struct* ext = (ExtendedProfile_Struct*)row2[0];
SetPlayerProfile(account_id,char_id,pp,inv,ext);
}
mysql_free_result(result2);
}
} // end of "set start zone" block
// Character's equipped items
// @merth: Haven't done bracer01/bracer02 yet.
// Also: this needs a second look after items are a little more solid
// NOTE: items don't have a color, players MAY have a tint, if the
// use_tint part is set. otherwise use the regular color
inv = new Inventory;
if(GetInventory(account_id, cs->name[char_num], inv))
{
for (uint8 material = 0; material <= 8; material++)
{
uint32 color;
ItemInst *item = inv->GetItem(Inventory::CalcSlotFromMaterial(material));
if(item == 0)
continue;
cs->equip[char_num][material] = item->GetItem()->Material;
if(pp->item_tint[material].rgb.use_tint) // they have a tint (LoY dye)
color = pp->item_tint[material].color;
else // no tint, use regular item color
color = item->GetItem()->Color;
cs->cs_colors[char_num][material].color = color;
// the weapons are kept elsewhere
if ((material==MATERIAL_PRIMARY) || (material==MATERIAL_SECONDARY))
{
if(strlen(item->GetItem()->IDFile) > 2) {
int32 idfile=atoi(&item->GetItem()->IDFile[2]);
if (material==MATERIAL_PRIMARY)
cs->primary[char_num]=idfile;
else
cs->secondary[char_num]=idfile;
}
}
}
}
else
{
printf("Error loading inventory for %s\n", cs->name[char_num]);
}
safe_delete(inv);
if (++char_num > iMaxChars)
break;
}
else
{
cout << "Got a bogus character (" << row[0] << ") Ignoring!!!" << endl;
cout << "PP length ="<<lengths[1]<<" but PP should be "<<sizeof(PlayerProfile_Struct)<<endl;
//DeleteCharacter(row[0]);
}
}
mysql_free_result(result);
}
else
{
cerr << "Error in GetCharSelectInfo query '" << query << "' " << errbuf << endl;
safe_delete_array(query);
return;
}
return;
}
client.cpp
in HandlePacket()
Code:
case OP_EnterWorld: // Enter world
{
if (GetAccountID() == 0) {
clog(WORLD__CLIENT_ERR,"Enter world with no logged in account");
eqs->Close();
break;
}
if(GetAdmin() < 0)
{
clog(WORLD__CLIENT,"Account banned or suspended.");
eqs->Close();
break;
}
if (RuleI(World, MaxClientsPerIP) >= 0) {
client_list.GetCLEIP(this->GetIP()); //Lieka Edit Begin: Check current CLE Entry IPs against incoming connection
}
EnterWorld_Struct *ew=(EnterWorld_Struct *)app->pBuffer;
strn0cpy(char_name, ew->name, 64);
EQApplicationPacket *outapp;
int32 tmpaccid = 0;
charid = database.GetCharacterInfo(char_name, &tmpaccid, &zoneID, &instanceID);
if (charid == 0 || tmpaccid != GetAccountID()) {
clog(WORLD__CLIENT_ERR,"Could not get CharInfo for '%s'",char_name);
eqs->Close();
break;
}
// Make sure this account owns this character
if (tmpaccid != GetAccountID()) {
clog(WORLD__CLIENT_ERR,"This account does not own the character named '%s'",char_name);
eqs->Close();
break;
}
int iMaxChars = RuleI(World, MaxCharSelectChars);
if ( iMaxChars > UPPER_CHAR_LIMIT )
iMaxChars = UPPER_CHAR_LIMIT;
if(!pZoning && ew->return_home)
{
CharacterSelect_Struct* cs = new CharacterSelect_Struct;
memset(cs, 0, sizeof(CharacterSelect_Struct));
database.GetCharSelectInfo(GetAccountID(), cs);
bool home_enabled = false;
for(int x = 0; x < iMaxChars; ++x)
{
if(strcasecmp(cs->name[x], char_name) == 0)
{
if(cs->gohome[x] == 1)
{
home_enabled = true;
break;
}
}
}
safe_delete(cs);
if(home_enabled)
{
zoneID = database.MoveCharacterToBind(charid,4);
}
else
{
clog(WORLD__CLIENT_ERR,"'%s' is trying to go home before they're able...",char_name);
database.SetHackerFlag(GetAccountName(), char_name, "MQGoHome: player tried to go home before they were able.");
eqs->Close();
break;
}
}
if(!pZoning && (RuleB(World, EnableTutorialButton) && (ew->tutorial || StartInTutorial))) {
CharacterSelect_Struct* cs = new CharacterSelect_Struct;
memset(cs, 0, sizeof(CharacterSelect_Struct));
database.GetCharSelectInfo(GetAccountID(), cs);
bool tutorial_enabled = false;
for(int x = 0; x < iMaxChars; ++x)
{
if(strcasecmp(cs->name[x], char_name) == 0)
{
if(cs->tutorial[x] == 1)
{
tutorial_enabled = true;
break;
}
}
}
safe_delete(cs);
if(tutorial_enabled)
{
zoneID = RuleI(World, TutorialZoneID);
database.MoveCharacterToZone(charid, database.GetZoneName(zoneID));
}
else
{
clog(WORLD__CLIENT_ERR,"'%s' is trying to go to tutorial but are not allowed...",char_name);
database.SetHackerFlag(GetAccountName(), char_name, "MQTutorial: player tried to enter the tutorial without having tutorial enabled for this character.");
eqs->Close();
break;
}
}
if (zoneID == 0 || !database.GetZoneName(zoneID)) {
// This is to save people in an invalid zone, once it's removed from the DB
database.MoveCharacterToZone(charid, "arena");
clog(WORLD__CLIENT_ERR, "Zone not found in database zone_id=%i, moveing char to arena character:%s", zoneID, char_name);
}
if(instanceID > 0)
{
if(!database.VerifyInstanceAlive(instanceID, GetCharID()))
{
zoneID = database.MoveCharacterToBind(charid);
instanceID = 0;
}
else
{
if(!database.VerifyZoneInstance(zoneID, instanceID))
{
zoneID = database.MoveCharacterToBind(charid);
instanceID = 0;
}
}
}
if(!pZoning) {
database.SetGroupID(char_name, 0, charid);
database.SetLFP(charid, false);
database.SetLFG(charid, false);
}
else{
int32 groupid=database.GetGroupID(char_name);
if(groupid>0){
char* leader=0;
char leaderbuf[64]={0};
if((leader=database.GetGroupLeaderForLogin(char_name,leaderbuf)) && strlen(leader)>1){
EQApplicationPacket* outapp3 = new EQApplicationPacket(OP_GroupUpdate,sizeof(GroupJoin_Struct));
GroupJoin_Struct* gj=(GroupJoin_Struct*)outapp3->pBuffer;
gj->action=8;
strcpy(gj->yourname,char_name);
strcpy(gj->membername,leader);
QueuePacket(outapp3);
safe_delete(outapp3);
}
}
}
outapp = new EQApplicationPacket(OP_MOTD);
char tmp[500] = {0};
if (database.GetVariable("MOTD", tmp, 500)) {
outapp->size = strlen(tmp)+1;
outapp->pBuffer = new uchar[outapp->size];
memset(outapp->pBuffer,0,outapp->size);
strcpy((char*)outapp->pBuffer, tmp);
} else {
// Null Message of the Day. :)
outapp->size = 1;
outapp->pBuffer = new uchar[outapp->size];
outapp->pBuffer[0] = 0;
}
QueuePacket(outapp);
safe_delete(outapp);
int MailKey = MakeRandomInt(1, INT_MAX);
database.SetMailKey(charid, GetIP(), MailKey);
char ConnectionType;
if(ClientVersionBit & BIT_UnderfootAndLater)
ConnectionType = 'U';
else if(ClientVersionBit & BIT_SoFAndLater)
ConnectionType = 'S';
else
ConnectionType = 'C';
EQApplicationPacket *outapp2 = new EQApplicationPacket(OP_SetChatServer);
char buffer[112];
sprintf(buffer,"%s,%i,%s.%s,%c%08X",
Config->ChatHost.c_str(),
Config->ChatPort,
Config->ShortName.c_str(),
this->GetCharName(), ConnectionType, MailKey
);
outapp2->size=strlen(buffer)+1;
outapp2->pBuffer = new uchar[outapp2->size];
memcpy(outapp2->pBuffer,buffer,outapp2->size);
QueuePacket(outapp2);
safe_delete(outapp2);
outapp2 = new EQApplicationPacket(OP_SetChatServer2);
if(ClientVersionBit & BIT_TitaniumAndEarlier)
ConnectionType = 'M';
sprintf(buffer,"%s,%i,%s.%s,%c%08X",
Config->MailHost.c_str(),
Config->MailPort,
Config->ShortName.c_str(),
this->GetCharName(), ConnectionType, MailKey
);
outapp2->size=strlen(buffer)+1;
outapp2->pBuffer = new uchar[outapp2->size];
memcpy(outapp2->pBuffer,buffer,outapp2->size);
QueuePacket(outapp2);
safe_delete(outapp2);
EnterWorld();
break;
}
and finally in SoD.cpp (or any other patch file, depending on client)
Code:
ENCODE(OP_SendCharInfo) {
ENCODE_LENGTH_EXACT(CharacterSelect_Struct);
SETUP_VAR_ENCODE(CharacterSelect_Struct);
//EQApplicationPacket *packet = *p;
//const CharacterSelect_Struct *emu = (CharacterSelect_Struct *) packet->pBuffer;
int char_count;
int namelen = 0;
int iMaxChars = RuleI(World, MaxCharSelectChars);
if ( iMaxChars > UPPER_CHAR_LIMIT )
iMaxChars = UPPER_CHAR_LIMIT;
for(char_count = 0; char_count < iMaxChars; char_count++) {
if(emu->name[char_count][0] == '\0')
break;
if(strcmp(emu->name[char_count], "<none>") == 0)
break;
namelen += strlen(emu->name[char_count]);
}
int total_length = sizeof(structs::CharacterSelect_Struct)
+ char_count * sizeof(structs::CharacterSelectEntry_Struct)
+ namelen;
ALLOC_VAR_ENCODE(structs::CharacterSelect_Struct, total_length);
//unsigned char *eq_buffer = new unsigned char[total_length];
//structs::CharacterSelect_Struct *eq_head = (structs::CharacterSelect_Struct *) eq_buffer;
eq->char_count = char_count;
eq->total_chars = UPPER_CHAR_LIMIT;
unsigned char *bufptr = (unsigned char *) eq->entries;
int r;
for(r = 0; r < char_count; r++) {
{ //pre-name section...
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
eq2->level = emu->level[r];
eq2->hairstyle = emu->hairstyle[r];
eq2->gender = emu->gender[r];
memcpy(eq2->name, emu->name[r], strlen(emu->name[r])+1);
}
//adjust for name.
bufptr += strlen(emu->name[r]);
{ //post-name section...
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
eq2->beard = emu->beard[r];
eq2->haircolor = emu->haircolor[r];
eq2->face = emu->face[r];
int k;
for(k = 0; k < MAX_MATERIALS; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].itemid = 0;
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
}
eq2->primary = emu->primary[r];
eq2->secondary = emu->secondary[r];
eq2->tutorial = emu->tutorial[r]; // was u15
eq2->u15 = 0xff;
eq2->deity = emu->deity[r];
eq2->zone = emu->zone[r];
eq2->u19 = 0xFF;
eq2->race = emu->race[r];
eq2->gohome = emu->gohome[r];
eq2->class_ = emu->class_[r];
eq2->eyecolor1 = emu->eyecolor1[r];
eq2->beardcolor = emu->beardcolor[r];
eq2->eyecolor2 = emu->eyecolor2[r];
eq2->drakkin_heritage = emu->drakkin_heritage[r];
eq2->drakkin_tattoo = emu->drakkin_tattoo[r];
eq2->drakkin_details = emu->drakkin_details[r];
}
bufptr += sizeof(structs::CharacterSelectEntry_Struct);
}
FINISH_ENCODE();
}
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05-04-2011, 05:34 AM
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Demi-God
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Join Date: Aug 2010
Posts: 1,742
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Quote:
Originally Posted by trevius
We could probably create a rule with minimal work by setting the hard coded stuff to use 32 as the max, then add in patches to each of the common/PatchName.cpp files similar to this example:
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I agree that's probably the easiest way to do it, as long as there's bounds checking on the rule value so we don't end up with a bunch of "hey, why does my server crash when I set this to 50?!?" posts.
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05-04-2011, 07:03 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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That looks pretty good, Zothen. Though we would probably have to do testing on each client to see if they break if more are sent than the client allows. I would suggest maybe changing your SoD.cpp (and other patch files) from this:
Code:
if ( iMaxChars > UPPER_CHAR_LIMIT )
iMaxChars = UPPER_CHAR_LIMIT;
to something like this:
Code:
if ( iMaxChars > 10 )
iMaxChars = 10;
Or whatever the (assumed) hard cap is for each client to prevent potential client crashes. Though, if no clients care how many you send them, then I guess that wouldn't matter.
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05-04-2011, 07:27 AM
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Hill Giant
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Join Date: Apr 2011
Location: Germany
Posts: 163
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Since the Titanium client doesnt own a listbox for character selection, a iMaxChars > 8 wouldnt make sense.
As for SoF+ clients, it should work. But youre right, tests need to be done on that.
Too bad I dont have SoF, else I would test it myself. I can test SoD for a limit of 32 chars though.
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05-04-2011, 08:36 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Hmm, looks like the Titanium encode is already set to be able to send up to 10, so maybe the clients can handle higher numbers after-all:
Code:
ENCODE(OP_SendCharInfo) {
ENCODE_LENGTH_EXACT(CharacterSelect_Struct);
SETUP_DIRECT_ENCODE(CharacterSelect_Struct, structs::CharacterSelect_Struct);
int r;
for(r = 0; r < 10; r++) {
OUT(zone[r]);
OUT(eyecolor1[r]);
OUT(eyecolor2[r]);
OUT(hairstyle[r]);
OUT(primary[r]);
if(emu->race[r] > 473)
eq->race[r] = 1;
else
eq->race[r] = emu->race[r];
OUT(class_[r]);
OUT_str(name[r]);
OUT(gender[r]);
OUT(level[r]);
OUT(secondary[r]);
OUT(face[r]);
OUT(beard[r]);
int k;
for(k = 0; k < 9; k++) {
OUT(equip[r][k]);
OUT(cs_colors[r][k].color);
}
OUT(haircolor[r]);
OUT(gohome[r]);
OUT(tutorial[r]);
OUT(deity[r]);
OUT(beardcolor[r]);
eq->unknown820[r] = 0xFF;
eq->unknown902[r] = 0xFF;
}
FINISH_ENCODE();
}
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05-04-2011, 09:09 AM
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Hill Giant
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Join Date: Apr 2011
Location: Germany
Posts: 163
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Handle yes, display no.
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