Jump to content

collinsp

Members
  • Posts

    32
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Everything posted by collinsp

  1. I think we should allow it. But there needs to be built in limitations such as: Allow accounts to specify a macro with name "accounts.allow" that contains a list of account names that are allowed to log in characters from this account. OR Or always allow player bot logins from accounts matching current account name plus a fixed suffix such as "_EXTRA1", "_EXTRA2", "_EXTRA3", ... This option would probably be the easiest and completely controllable by account creators. Anyone else have an opinion?
  2. updated for latest mangos and bots now auto accept quests and automatically turn quests in when master talks to quest giver.
  3. > Most of this functionality is already built into mangchat. I realize this. The big advantage of doing it the way I described as that there wouldn't need to be a reimplementation of commands inside mangchat. > This would be nearly if not completely impossible without COMPLETELY reworking the core. It is specifically designed to prevent other realms from communication with each other as it could cause character corruption. Now the characters showing on other realms COULD be possible. But you would have to maintaint a single character DB for all realms. And that would not really be fair as players could build up their character fast on a high rate realm and then blow away those on a low rate realm. A single character database would not be necessary. When PlayerB connects to PlayerA's server, PlayerB's profile is sent to PlayerA's server. A new character on that server would be instantiated. The character profile would also need to be resyncronized back to the original server after ungrouping or changes to the character would be lost. PlayerB's character on PlayerA's server could be removed once synchronization is complete. Creating & Removing characters is probably a pretty heavy weight operation. It might be less intense if say 100 characters were predefined and reused. Also it might not be too bad to add conditionals in the database synchronization code to not write out players having MangosIRCPlayer or MangosProxyPlayer objects. I haven't done an investigation on what this would entail however. Of course there is a big problem with cheating and servers having different config settings. None of these ideas can counter that. I suppose server admins could only allow their players to connect to other trusted servers. > Also, the IRC integration isn't possible on a 'per city' basis as the interlink is done on the Data Link level (OSI level 2). What you need to connect on is the Session Layer (OSI level 5). Not possible unless you have a connection that ties directly into the server's memory addresses for those said locations. I wouldn't tap into the chat on such a low level. 1) On server start up, join predefined IRC channels for cities. 2) client sends a chat 3) server receives chat, handles chat normally 4) server runs this pseudocode: if (playerChatTypeIsSayYellEmote && playerIsInCity && ! player->IsMangosIRCPlayer) { BroadcastIrcMsgForOtherMangosServers( GetChannelForCity(player->GetCityLocationId(), msg, msgType); } On some update cycle mangos server processes IRC chat from channels it is listening to and if a MangosIRCPlayer exists on server then translates the IRC chat to a WorldPacket and processes it normally.
  4. Playerbot lets you login your other characters from your account as bots that can be controlled to automate combat, facilitate trade, accept quests, complete quests, handle movement, manage inventory, and much much more... Active Repositories: https://github.com/blueboy/portal README: https://github.com/blueboy/portal/blob/master/bot_readme.txt The code: https://github.com/blueboy/portal/tree/master/src/game/playerbot
  5. Hi I'm the creator of Playerbot and I was thinking about taking mangchat a step further and calling my fork something like MangosIRCClient. My ideas may not be in line with the rest of you, so I'm not asking for help, but would accept ideas and help. This fork would: Phase 1 - Create an IRC Mangos Client ------------------------------------------------------------------------ 1) mangos server would automatically log into a predefined IRC server 2) players using the irc client could send a private message to the server with their account login to sign in, select an existing character and enter the world. 3) Once the server authenticates the user, a MangosIRCPlayer is instantiated for the user. MangosIRCPlayer has a Player object, WorldSession object and is a real player in game. The only difference is that don't have a TCP connection. Instead MangosIRCPlayer intercepts incoming and outgoing packets and selectively translates and recommunicates the information over IRC. We are already doing this with Playerbot, but instead of passing information to IRC we are interpreting it with our PlayerbotAI classes. The load on IRC would be minimal since only chat is sent over IRC. 4) Admin users can use their normal ingame admin commands over IRC chat. Normal users can hang out in bars and chat etc... Phase 2 - Linking Cities on Servers together ------------------------------------------------------------------------------- In the future it could be possible to have predefined IRC channels set up for each section in cities. Servers would then communicate player profiles and locations of their players to each other over these IRC channels. Each server could then auto create MangosIRCPlayer objects to represent players on other servers. This would be nice for people hosting their own server that don't allow other users to connect to it or for low population servers. Users could then chat and see each other. Combat, grouping, many other things wouldn't work right, but the social aspect would be there. Phase 3 - Grouping ----------------------------------- This phase would be the hardest and best explained with an example. playerA and playerB are on different server but hanging out at the same linked city. If playerA invites playerB, playerB's packets could be automatically proxied to playerA's server. The proxied packets would NOT be sent over IRC. A direct connection between the servers would need to be instantiated. Obviously this feature only works for users hosting their own private/low population server. Also the MangosIRCPlayer representing playerB on playerA's server would be closed and a new class called MangosProxyPlayer would be created. MangosProxyPlayer objects would also intercept incoming and outgoing packets and possibly strip off copyrightable content. The origin server could add the content back on if we care about this type of thing. This would also probably take care of language differences between servers. Phase 4 - Distributed Battlegrounds ----------------------------------------------------------------- This would work in the same manner as Phase 3. Servers would need to advertise their service on predefined IRC channels.
  6. awesome thanks for working with us!
  7. can you please update your patch link. I'm trying to download it.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use