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Ruafo

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Posts posted by Ruafo

  1. SOAP can use any port you want... as long as you setup your mangod.conf to use that port. If you're getting wrong password (for either) then most likely you are doing one of the following:

    • Not using a GM Account
    • The firewall is blocking the port
    • The username is not in CAPS
    • you have a non-alphanumeric character in your password (like @#$%^&) For some reason I've noticed telnet and SOAP don't like those.
  2. sure, no problem. Here is what I use:

    //Send SOAP command

    function SendCommand($realm_host,$realm_soapport,$do_command){

    $username = '[realm_username]';

    $password = '[realm_password]';

    $client = new SoapClient(NULL,

    array(

    "location" => "http://$realm_host:$realm_soapport/",

    "uri" => "urn:MaNGOS",

    "style" => SOAP_RPC,

    'login' => $username,

    'password' => $password

    ));

    $result = $client->executeCommand(new SoapParam($do_command, "command"));

    }

  3. Okay, I am feeling a little dense here. I've been doing this for years, but can't seem to get this right.

    For years I've been using Visual Studio 2008 and finally upgraded to 2010.

    I have installed the Microsoft Visual C++ 2010 Redistributable Package (x86) so I can run my core on my Windows 2003 Server.

    My problem is, I can't figure out where the heck the VC++ Directories are modified. Are they added by default? or do I need to change them?

    When I go where I used to (Tools > Options > VC++ Directories) under projects and Solutions... I get:

    VC++ Directories are now available as a user property sheet that is added by default to all projects.

    Ok, I sort of get that. So I right clicked on "ACE_Wrappers" (for example) and chose "Properties" Then I go to VC++ Directories and I have the option to add them there.

    Okay: So HERE is my question:

    I have to do that for EVERY project? Isn't there a way to do that globally like I did before?

    Please, tell me if I'm being dense here. :)

  4. I assume he cloned a fork of mangos and would like to update his local repo with mangos master.

    You only need a fork on github if you want to share what you're working on ;)

    Correct.

    At the moment, I'm not running an active fork of my own. I may end up publishing mine at some point, I have AHBot, MangChat and SD2 integrated though (plus some of my own bells and whistles). So not sure if anyone would really want that in thier build.

  5. Hello, this is more just my toying around trying different things but I can't quite figure out how to do this.

    I want to set the GM command "goname" so that when someone goname's someone else and they are the same security level, the "victim" gets a prompt that says "[name] wants to teleport to you. Allow?" and they are then given a yes/no prompt. If the security level is higher than thier's then they will get no prompt.

    Any ideas?

    I have been scouring over the code and I'm not 100% sure I can do it at all.

    Thanks,

    Ruafo

  6. BTW just for the record.. i know this isnt an important thing since no one is supposed to be trying to hard with 3.1.x but i would like to point out in case you are interested, that Gigelf's Mangchat will merge during the gir process with the latest 310 build while rueflos will not.. ruf, yours seems to have a conflict in world... I am not sure wehre I am not running the normal git that has the git-UI interface I am running the FULL version (that apparently isnt full because it doesnt have the GUI option... ) that said, i am not sure how to track down the merge failure... if you know the command please post

    I sent you an email with my MSN contact. Can you contact me?

  7. no i didnt i will check that now, i often overlook that section...

    I just ran int tohe oddest error in compile and cant for the life of me see anything wrong with it... i tried to fix the problem myself and am recompiling but if it fails again (which it should as I really only guessed the fix) I will try yours next.

    the compile error just in case you are curious is

    IRCCmde.cpp

    ..\\..\\src\\game\\mangchat\\IRCCmde.cpp(633) : error C2146: syntax error : missing ')' before identifier 'I64FMTD'

    ..\\..\\src\\game\\mangchat\\IRCCmde.cpp(633) : error C2059: syntax error : ')'

    ..\\..\\src\\game\\mangchat\\IRCCmde.cpp(1421) : error C2146: syntax error : missing ')' before identifier 'I64FMTD'

    ..\\..\\src\\game\\mangchat\\IRCCmde.cpp(1421) : error C2059: syntax error : ')'

    when i went into the code i couldnt find any missing ' ) ' however i noticed that the mentioned identifier was written:

    " 'I64FMT' " or something to that extent (i forget atm ) and i took the quotes out and am trying to recompile... I know that in SQL " can cause errors and thats the only thing i could see that might be out of place... its prolly not that but god knows what it is if it isnt..

    Change the I64FMTD to UI64FMTD. It took me a while to figure that one out.

    Do you want me to add you to my repository as a collaborator?

  8. ok i think maybe thats not the command I am seeing a problem with I am sorry... you know when you do a .sysmsg ADD <message> ?

    whenever it comes into rotation I see an error message in the ingame text box

    Ok, fixed that and committed it.

  9. ok i think maybe thats not the command I am seeing a problem with I am sorry... you know when you do a .sysmsg ADD <message> ?

    whenever it comes into rotation I see an error message in the ingame text box

    I do know what's causing that though. Will fix it today.

  10. Onkela I just did the following and it worked peachy

    Ruaflo -

    Does your new branch by any chance fix the error that gets displayed during game when it uses the Announce ( .sysmsg a <text> ) feature? Thats the only flaw i have been seeing in mangchat and it has been doing it for quite some time now.

    @Erazare - Did you get my private message a few days ago and friendship request? That explains everything that you typed above.

  11. 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...

    Most of this functionality is already built into mangchat.

    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 would only work for users hosting their own private server or low population servers. Also the MangosIRCPlayer representing playerB on playerA's server would be closed and a new class called MangosProxyPlayer would not be 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.

    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.

    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.

    Though an interesting idea, be VERY careful and DO YOUR research.

    My personal opinion, this could cause SERIOUS DB corruption with your realms.

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