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Where is the actual repository

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ysor
Posts: 8

Where is the actual repository

Post#1 » Thu Feb 05, 2015 8:43 pm

I'v found lot different links, including both SVN and GIT repositories.

Finally I'v found this git repository:

https://github.com/WarEmu/WarEmu

Last commit on update branch @28 aug 2014

There are some forks with commits far ahead the main repository

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Luth
Posts: 2840

Re: Where is the actual repository

Post#2 » Thu Feb 05, 2015 9:23 pm

Afaik the open available emulator is just a very basic version of the private server. The real (up to date) code is only available to devs of the private server (for good reason).

ysor
Posts: 8

Re: Where is the actual repository

Post#3 » Thu Feb 05, 2015 10:32 pm

and t he good reason is? Its said its opensource. The repository maintainer can decide which changes he wants to take and which not.

Luth
Posts: 2840

Re: Where is the actual repository

Post#4 » Thu Feb 05, 2015 11:00 pm

ysor wrote:and t he good reason is?
Idiots take the code and open own private servers with shops, were you can buy levelup scrolls and statbuff pets etc. with real money => GW sends cease and desist orders to the idiots and the devs of the emu because their code made it possible (even if this project here is non profit).

Also i could image, that it would be easier to develop hackstools or circumvent security measurements that are maybe implemented in the future if you know the servercode (not sure i'm no coder :) ).

Edit: i forgot to mention, everyone can apply to be part of the devteam, http://www.returnofreckoning.com/forum/ ... m.php?f=47, but afaik you need advanced knowledge in C#.

ysor
Posts: 8

Re: Where is the actual repository

Post#5 » Fri Feb 06, 2015 7:28 am

Thanks. That does make sense.

Well, I'm a developer. I do very adcanced stuff, but not using c# ;). I just wonder about that main focus on c# knowledge. Every good programer knows that this does make 5% of success. I'm also educating and I know that it is quite easy to learn basic stuff und understand how programing works, but its much tougher for one to learn use all the patterns and be anble to understand how more advanced things work like communication between servers, encoding, etc. How do I track down problems effective. Especially tracking down problems, but also how the packets are encoded is for example important if you write a server emulator for clients for which you don't have any source code.

So I wonder why the focus on language itself is so high, but nothing else ;) My experience is that every language has some specific behaviours, like what is allowed in structs, can I exactly define stuff, like const params or methods (i like that level of decision in cpp/c). But someone with experience can get used to it quite fast.

I would have to see what tools best to use to test and track packets sent from client most efficient way and so on. That is why for example having source is nice, because you can clone it and get used to it if you did not work especially with c#. Just debugging server and see what it receives over certain ports, or is there an easier way, etc.

I know, because I work myself with ton of tools for building stuff, testing stuff etc. That **** you have for exactly every language ;) But as I said, getting used is less a problem than have deep knowledge for really advanced stuff xD

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nalgol
Former Staff
Posts: 296

Re: Where is the actual repository

Post#6 » Fri Feb 06, 2015 8:17 am

C# is no mandatory heck this is the first time i use C# aswell and well the combat stuff i did works quite well i guess :-D

so if your up to it just ake the source thats open and work with it fix a bug or 2 or look at some features that are not developped yet like specs careertrainers and so on

in those parts the code is still the same

thats how i started aswell + coding some tools to help with the db

also i dont really need a application to be a dev the last 20 we got we told the guys what they could look into and well never heard of them again not even one question or so :-/
so if you want to show that you want to help just grap the code thats avaible to public and get going
and if you got questions just ask we are just nurmal ppl too that do this for a hobby and we help where we can

ysor
Posts: 8

Re: Where is the actual repository

Post#7 » Fri Feb 06, 2015 8:43 pm

Sounds good. But the question is which of the several gepositories available should i pick.

Regarding tools:

Tools are meant to be all things you use to automate boilerplate work, but also to control source. My experience says, especially if you try to track things down and the only way to do so is to try try and compare over and over again, that any improvement which reduce time for each test iteration is important, because it sums up.

That can be archived by either making an aiding tool or finding a better approach, that is what I meant by finding the right tools, programs or whatever (getting used to it)

ysor
Posts: 8

Re: Where is the actual repository

Post#8 » Sun Feb 08, 2015 11:53 am

Now I got some time to get in that stuff:

- Forked the github repo, both db and source
- Cloned localy
- Hours of getting VS downloaded and installed
- Installed mysql, configured few things, started daemon, created wardb database (charset utf8, collate general cs <- not sure if code relies on ci somewhere, not documented)
- imported db
- opened the solution, all references were set correct, so i'v build all the stuff
- configured all servers
- configured my warhammer clinet and added the (older) launcher build from source plus configs to get my server listed

Now the fun started. I'm currently fixing one problem after another to get it started, even though it already works on current builds, which seems for me to be a waste of time. This includes not initialized worlds and allowed null values in db, while null expection are getting thrown on handling that data over to the client. But since it seem to be more stable in current build It just feels as a waste of time...

Now I got it working so far, I can create Character/Login onto the server, but in that time I could have fixed things which are not already fixed ...

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nalgol
Former Staff
Posts: 296

Re: Where is the actual repository

Post#9 » Sun Feb 08, 2015 12:10 pm

hm the only issue the old rep should have is that max changed the gm lvl value other than that it should run right of the bat

ysor
Posts: 8

Re: Where is the actual repository

Post#10 » Sun Feb 08, 2015 12:13 pm

Configured world for world server and its settings are not inserted into realms table, you have to manually insert data. And some meta information (strings) which were set NULL=YES were required on building cluster info. But that is only one of the issues :) That was even one solved quite fast. Even thought there was some debugging issue (not prob of the source though):

I could not break on some points. I think it is because the code is in another project (common namespace), although its part of the solution and is in "references". That is only my guess why it did not work. I had to step-into from the last invokation in the project of the process I attached to.

I'm sure there is an easier way? :D

Also you have to move the WorldServer\World\* files and rename scripting into scripts into the build directory (or add cp to build process)

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