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Showing content with the highest reputation since 11/13/2019 in all areas

  1. 1 point
    @Spirited Webpack's main purpose is to compile. What you have is the additional plugins (not really called plugins but fits the purpose here) that allow you to run things like 'hot-reload' which automatically pick up changes you make in your js(x) or (s)css files. This is meant for just development purposes. Once you are done developing and ready to release, you let webpack create a production built where you don't have a lot of development plugins. What you end up with is a minified javascript file and minified css file or possibly multiple with chunks (only load what you need). TLDR: If you want to check the 'real' performance of your application which consists of webpack, you just have to run a production built to see.
  2. 1 point
    What also really helps is indexing your data in your tables. Also in code, try not to use things like ToList() or ToDictionary()
  3. 1 point
    Oh, I don't mind. That's why there're public under an open source license.
  4. 1 point
    Gosh, it looks so crazy similar to my current implementation of Chimera that I didn't even realize it wasn't. Ok, so it looks like the EO source is using an older encryption. Looking at other server sources though, those counters are unsigned shorts. If you change your data types to Uint16, then you should be good to go. I'll make some changes to Comet to reflect that change. Sorry for the confusion. I blame CptSky's implementation, but it's entirely possible that I just mistyped. 😰
  5. 1 point
    I agree with you, but I think there're better ways to improve the performance of a server application. Appropriate data structures is one thing, like using a dictionary for key lookup rather than doing a search. Linq is a lovely addition to .NET, but usually encourages bad implementations from misuse. Algorithms are also very important, such as knowing your big-O and distributed big-O against a database. Database queries are also very costly in comparison to a cache lookup. So again, I agree with the GUI not being in a server executable, but at the same time I think there's a lot more that could be impacting performance more heavily.
  6. 1 point
    IMO, if you're worried about performance you should separate the GUI from the server all together. Something like RPC to get server stats/details on a by-need-basis only. This way you're not utilizing resources for the GUI even when you're not even utilizing it.
  7. 1 point
    It really depends on how you implemented the GUI. If the window is being created using a single threaded apartment model, then your server could be under very serious performance constraints as it mashes all CLR threads into a single OS thread. You can easily check for this by calling Thread.CurrentThread.GetApartmentState on one of your server threads. Generally, having a GUI on a server executable (especially as the main thread) is bad practice, but if you're not looking for ways to squeeze performance out of every nook and cranny, then having a GUI under a multithreaded apartment model is probably fine for your use case.
  8. 1 point
    WPF on core 3 is currently still Windows only though. I believe they are working on making it cross platform but aren't there yet.
  9. 1 point
    This is very far fetched..... You can use https://github.com/chromiumembedded/cef and combine it together with QT? Use CEF for your web interface and communicate with your QT application that renders the visual editor
  10. 1 point
    It is quite do-able in web to be fair, but you would have to be able to convert TQ's 3D models into proper 3D models. Once you can overcome this hurdle there are libraries like: https://www.babylonjs.com/ and https://threejs.org/ which can do the heavy lifting for you.
  11. 1 point
    Hi @W1cked, thank you for your message! I have no doubt that you've learnt a lot from working on a private server source. Plus, there are plenty of sources out there that we can look into. However, I would say that I am much more interested in the proxy-bot project for the time being, and the reasons for that are pretty simple in fact. I think it's easier than writing my own source : i.e less things to take care of such as skills implementation, monsters behavior, world interactions etc. Focuses more on the network programming : sockets & packets management, ciphering. Possibility to work on interesting algorithms : path-finding, looting strategies etc. Encourages to work on the game client reverse-engineering : to find out where the packet manipulations takes place in particular. I'm not saying that working on a private server source is not interesting (on the contrary, I'll be using one to learn from), but writing a source or customizing one is not the topic I really want to focus on. Thanks for the Wiki link! I already knew about its existence indeed, and I think it's really great to have it migrated to GitLab. I found really good sections for my needs. I only missed a community and some time. Now that I have found the community, I just need to get the time! Thanks again for your welcome!
  12. 1 point
    Introduction The Conquer Online client has bubble indications for the server's status. It shows next to an available server icon as a purple, green, yellow, or red bubble. By default, if the client can't contact the server, this bubble will show up as purple. You can set the client to check your own status page when displaying this indication. Tutorial Open ini/common.ini in the client's directory Find the "ServerStatus" section and edit the URL key to your own website's status page. Format your status page as a line-separated list of server names to status IDs using the table below. Status IDs 0 = Server Down 1 = Server Overloaded 2 = Server Busy 3 = Server Online Example Status Page The following is an example of two servers being listed by the plain text status page: Meteor 3 Thunder 2 Picture
  13. 1 point
    I have an idea for a simple project that uses a dynamic algorithm to find any breed color of horse in Conquer Online. The only issue is time and my inexperience in reverse engineering floating point arithmetic for the true horse breeding algorithm, and reverse engineering how the client matches RGB values to horse titles using delta offsets. If that's something that interests you, let me know. It would be really fun to see how the dynamic algorithm I have in mind would pan out.
  14. 1 point
    Hello everyone, On behalf of the staff I would like to thank you, member or guest, in being interested about our community. Our goal with this community is quite simple. We want to create an environment where developers, both professional and hobby, can share ideas and progress as a way to grow together. Our entire community is designed to encourage sharing and helpful comments. Our community guidelines go into more details about what is acceptable and not acceptable. Our history as a community is rather strange. Many of our founding members and early users were a part of our last community. That community was revolved around a game called Conquer Online. This is where many of our founding members got into programming or spent most of their time outside of work. This is also a reason it is a main section under games programming. While this is not the main focus of our community it is still a part of our history that will be brought forth. Our name is Cooldown. The origin of cooldown is a product of non-creative minds trying to come up with a name. At least speaking from my point of view. The idea behind the name is a play on word for a skill/spell in a game. Where your day job is where you do your normal work and this community is where you can come while on your cooldown period and express technology you might not be using in your day to day. Best Regard, Smallxmac & Staff

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