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intersect-engine's Issues

BUG of errors spamming the console

Describe the bug
Server is lagging sometimes, giving some rollbacks, and when I see it on the console is this error

Version Encountered
Version 0.6.2.0

To Reproduce
Steps to reproduce the behavior:
Just play

Screenshots
If applicable, add screenshots to help explain your problem.

Logs
YES HAVE
error.txt

Operating System:
Windows Server 2016

Additional context
Add any other context about the problem here.

MapGrids crashing pathfinding/map packet generation when saving maps

Describe the bug
Pathfinding errors and map packet generation errors when MapGrids are being regenerated.

Version Encountered
0.6.2.410

To Reproduce
Half a lot of maps, a slow server, some players online, and save maps until it happens XD

Expected behavior
Accessing the MapGrid list should never crash. We should make it private, and add a function to access a MapGrid by index, or turn it into a concurrentdictionary.

Screenshots
N/A

Logs

--------------------------------------------------------------------------------
2020-04-12 19:20:49.021 [Error] 
  Message: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
    Stack:    at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at System.Collections.Generic.List`1.get_Item(Int32 index)
   at Intersect.Server.Entities.Pathfinding.Pathfinder.Update(Int64 timeMs) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Pathfinding\Pathfinder.cs:line 145


--------------------------------------------------------------------------------
2020-04-12 19:20:49.052 [Error] 
  Message: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
    Stack:    at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at System.Collections.Generic.List`1.get_Item(Int32 index)
   at Intersect.Server.Entities.Pathfinding.Pathfinder.Update(Int64 timeMs) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Pathfinding\Pathfinder.cs:line 88

--------------------------------------------------------------------------------
2020-04-12 19:25:48.646 [Error] 
  Message: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
    Stack:    at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at System.Collections.Generic.List`1.get_Item(Int32 index)
   at Intersect.Server.Networking.PacketSender.GenerateMapPacket(Client client, Guid mapId) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Networking\PacketSender.cs:line 171
   at Intersect.Server.Networking.PacketSender.SendAreaPacket(Player player) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Networking\PacketSender.cs:line 122
   at Intersect.Server.Networking.PacketSender.SendMapGrid(Client client, Int32 gridIndex, Boolean clearKnownMaps) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Networking\PacketSender.cs:line 1116
   at Intersect.Server.Entities.Player.Warp(Guid newMapId, Byte newX, Byte newY, Byte newDir, Boolean adminWarp, Byte zOverride, Boolean mapSave) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Player.cs:line 1311
   at Intersect.Server.Entities.Events.CommandProcessing.ProcessCommand(WarpCommand command, Player player, Event instance, CommandInstance stackInfo, Stack`1 callStack) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Events\CommandProcessing.cs:line 608
   at System.Dynamic.UpdateDelegates.UpdateAndExecuteVoid6[T0,T1,T2,T3,T4,T5](CallSite site, T0 arg0, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5)
   at Intersect.Server.Entities.Events.CommandProcessing.ProcessCommand(EventCommand command, Player player, Event instance) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Events\CommandProcessing.cs:line 33
   at Intersect.Server.Entities.Events.Event.Update(Int64 timeMs) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Events\Event.cs:line 204
   at Intersect.Server.Entities.Player.Update(Int64 timeMs) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Player.cs:line 500
   at Intersect.Server.Maps.MapInstance.Update(Int64 timeMs) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Maps\MapInstance.cs:line 804
   at Intersect.Server.Core.ServerLoop.RunServerLoop() in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Core\ServerLoop.cs:line 38

Operating System:
Windows, Mac, Or Linux

Additional context
Add any other context about the problem here.

bug: paperdoll order in the character window

Describe the bug
It seems to me a disorganization of clothes.

Version Encountered
Source Version 0.6.1.0

To Reproduce
Just put a equips with papperdoll.

Expected behavior
To be normal as it appears in the character

Screenshots
http://prntscr.com/rsh61i

Logs
NO

Operating System:
Windows Server 2016

Additional context

Server Crashes

Describe the bug
The server was running very well, without making changes or anything, out of nowhere it crashes

Version Encountered
0.6.2 (LASTEST DEV PULL)

To Reproduce
Leave the server on, I don't know how to reproduce the error.

Expected behavior
Stay connected 24hrs without falling

Logs
If there are error logs please attach them below.

Operating System:
Windows Server 2012

message (5).txt

Introduce PM button instead of double-click-to-PM in Friends List

Describe the bug
I noticed that to activate /pm in the chat we must double click on the friend's name in the friends tab, however it doesn't always work.

Version Encountered
0.6.2.0 (LAST DEV PULL)

To Reproduce
Clicking on the friend's name sometimes doesn't work, it only works if you keep clicking and moving the mouse at the same time

Expected behavior
Give 2 clicks and work.

Operating System:
Windows 10

performance: do not use too much RAM

Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]

Describe the solution you'd like
Some way to clear the cache memory used in RAM, as I notice that it is the same as Google Chrome ... For example, the longer the player plays the game, walking around the maps acquiring information from the server, the greater the RAM consumption, having to restart the game to reset the ram used

Music Looping 2secs...

Describe the bug
The music both in the city and even in the main menu, is looping for about 2 seconds.

Version Encountered
0.6.2.0 (Last DEV Pull with New MOno)

To Reproduce
Idk, maybe playing the game and will bug sometime

Expected behavior
No musica looping :(

Operating System:
Windows 10

Update to MonoGame 3.8.X

Is your feature request related to a problem? Please describe.
Our copy of MonoGame is nearly a year and a half out of date, and the audio issues we face are due to MonoGame issues.

Describe the solution you'd like
Once our PR is approved, and audio issues within Monogame are resolved we should update to MonoGame 3.8.X

Additional context
We will face several problems:

  • Broken rendering we will have to adjust for the half pixel offset in our vertex buffers or turn the PreferHalfPixelOffset property to false.
  • MonoGame deploys development nugets to a private nuget source we will have to setup a Nuget config file for our solution so users modifying source don't have to add that source manually.
  • MonoGame compatibility with our shaders and potentially fonts might be lost, and in that case we will have to update those and update the Intersect-Assets repo so the updated versions are deployed with future builds automatically.

Despite this being a chore, it needs to be a priority in order to get working audio in Intersect games moving forward.

Some players are unable to connect,

Describe the bug
I am receiving a lot of reports from players with a status error (Unknown) in the status tab.

Version Encountered
Version 0.6.2.1 DEV

To Reproduce
Dont know why

Screenshots
unknown

Logs
2020-04-05 20:13:32.741 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 20:14:31.148 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 20:16:03.181 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 20:17:40.198 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 20:20:28.606 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 20:23:51.906 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 20:27:11.487 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 20:51:30.804 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 21:28:03.584 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 21:40:25.329 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 21:41:13.501 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 21:43:35.863 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 21:52:40.214 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 22:03:54.598 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 22:09:31.603 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 22:14:30.122 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 22:17:18.875 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 22:22:10.332 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 22:38:11.423 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 22:47:40.525 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 22:52:02.653 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 23:04:42.851 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 23:06:17.962 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 23:18:34.644 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 23:19:11.738 [Error] No handlers for 'OnConnectionDenied'. 2020-04-05 23:23:17.507 [Error] No handlers for 'OnConnectionDenied'.

Operating System:
Windows Server 2016

Chat record of the players to log.

I would like that one day the server would save chat logs of player conversations, this would help in the future in complaints, things of moderation

LIST OF BUGS

hello jc
I found some bugs on the intersect that I think you can solve with some ease.

LIST OF BUGS
1 ° - There are no limits in the group
In my tests I managed to add 10 members to the group. and in the window they show only 4. it would be right to have a limit.
group bug example

2 ° - The second bug is related to the states area. It does not seem to wrap the line correctly when you activate x buffs / x debuff. in my tests I activated 11 effects and the same bug on the screen.
status bug example

3 ° - In the list of friends there is no way to remove friends, since the selection does not work correctly. When hovering the mouse the handle effect is activated several times showing even more the bug.
NOTE: This bug cannot be demonstrated with an image. Test please.

bug: PlayerContext migrations not prompting the user

Describe the bug
After creating a database migration for the PlayerContext, the server does NOT prompt the user to back up their database or if they're sure about this. It just performs whatever it is it wanted to do and moves on with life.

Version Encountered
6.1.0 (up to and including commit a78ab84 )

To Reproduce
Create a simple edit in the Intersect.Server.Entities.Player class and produce a PlayerContext Migration.
Start your server and enjoy the sheer terror as your database gets modified without warning.

Expected behavior
I was expecting the PlayerContext migrations to prompt the user when starting the server, much like the GameContext ones.

Database operation expected to affect 1 row(s) but actually affected 0 row(s)

Describe the bug
It seems to be something like saving something to the database

Version Encountered
0.6.2.0

To Reproduce
I just leave it on, when I go to see the other day, I have this error on the console and the server is closed

Expected behavior
Let the server stay on for 24 hours

Logs

  Message: Database operation expected to affect 1 row(s) but actually affected 0 row(s). Data may have been modified or deleted since entities were loaded. See http://go.microsoft.com/fwlink/?LinkId=527962 for information on understanding and handling optimistic concurrency exceptions.
    Stack:    at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.ThrowAggregateUpdateConcurrencyException(Int32 commandIndex, Int32 expectedRowsAffected, Int32 rowsAffected)
   at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.ConsumeResultSetWithoutPropagation(Int32 commandIndex, RelationalDataReader reader)
   at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader)
   at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection)
   at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(DbContext _, ValueTuple`2 parameters)
   at Pomelo.EntityFrameworkCore.MySql.Storage.Internal.MySqlExecutionStrategy.Execute[TState,TResult](TState state, Func`3 operation, Func`3 verifySucceeded)
   at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(IEnumerable`1 commandBatches, IRelationalConnection connection)
   at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(IReadOnlyList`1 entriesToSave)
   at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(Boolean acceptAllChangesOnSuccess)
   at Microsoft.EntityFrameworkCore.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess)
   at Intersect.Server.Database.DbInterface.SaveDb(DbContext dbContext)
   at Intersect.Server.Database.DbInterface.SavePlayerDatabase(String trace)

Operating System:
Windows Server 2012

Entity Animations List going infinitely

Describe the bug
From testing my own code I noticed in a print to console that Entity Animations List keeps going up and never decreases. Is this intended?

Version Encountered

To Reproduce
Steps to reproduce the behavior:
Check Entity Animations.count

Expected behavior
Shouldn't the list reset to 0 when no animations present?

Screenshots
If applicable, add screenshots to help explain your problem.

Logs
If there are error logs please attach them below.

Operating System:
Windows, Mac, Or Linux

Additional context
Add any other context about the problem here.

bug: attack animation issues

Describe the bug
When using attack/interact with no target your own player will do their "walk" for attack animation, but no other clients see this action occur. If you equip a weapon that has an animation, and use that weapon. You see your own character walk anim with animation, but all other players only see the weapon animation and not your walk animation. This is only when attacking nothing/empty tile. However if you attack a npc then you show both walk and weapon animations to all clients.

Version Encountered
Latest version.

To Reproduce
Steps to reproduce the behavior:

  1. Log in two different clients and size them to both see on same screen.
  2. click/e to attack and see only your own client attacking.
  3. create a weapon with an animation and watch the animation show but your player not animate according to view of other clients.
  4. See error

Expected behavior
The player should animate to all clients no matter if they have a target or not when using E/interact click. (and it would be great if I knew how to fix this myself, but I've spent nearly 5 hours trying to find the right code section.

Screenshots
None

Logs
None

Operating System:
Windows

Additional context
None

Smarter speedhacking prevention

Is your feature request related to a problem? Please describe.
Our current speedhacking prevention isn't favorable to higher ping environments and causes player ruberbanding effects which are super annoying for legit players.

Describe the solution you'd like
Panda's Plan.

Additional context

well what I'm suggesting is game time
independent of clock time
server periodically reminds the client how long they have been connected and what the current "server" clock time is
but that's only to prevent client side glitches
the client's "game time" is what it provides to the server
and the server simply doesn't let you take too many actions within a specified amount of time
basically if you receive two move packets within 10ms
but one was actually sent 500ms earlier
the timestamp in the packet will indicate that
and the server will know the client ping
and if the ping * some factor - 500ms > 0 then it allows that "old" movement packet
if it's below 0
that means someone that has a ping of lets say 100 is trying to speed hack
and the server just ignores it
the "factor" should either be something static like 1.1
(not a huge margin of error on ping)
or it should be max(current_ping, average_ping)
average being a rolling average
because people could have ping spikes
but a minute or so long rolling average should account for true shitty ping spikes
and intentional network unplugs

Needs to apply to attacking as well.

Entity buffs are not thread safe

Describe the bug
When multiple entities are casting spells at the same time we get a dictionary conflict trying to add the same buff twice.

Version Encountered
0.6.2.410

To Reproduce
Nature of this bug makes it hard to reproduce, but logs make it clear as to what's going on.

Logs

--------------------------------------------------------------------------------
2020-04-13 03:25:28.904 [Error] 
  Message: An item with the same key has already been added.
    Stack:    at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at Intersect.Server.Entities.Combat.Stat.AddBuff(Buff buff) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Combat\Stat.cs:line 83
   at Intersect.Server.Entities.Entity.TryAttack(Entity target, SpellBase spellBase, Boolean onHitTrigger, Boolean trapTrigger) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Entity.cs:line 1544
   at Intersect.Server.Entities.Entity.CastSpell(Guid spellId, Int32 spellSlot) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Entity.cs:line 2118
   at Intersect.Server.Entities.Player.CastSpell(Guid spellId, Int32 spellSlot) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Player.cs:line 4018
   at Intersect.Server.Entities.Entity.Update(Int64 timeMs) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Entity.cs:line 229
   at Intersect.Server.Entities.Player.Update(Int64 timeMs) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Entities\Player.cs:line 357
   at Intersect.Server.Maps.MapInstance.Update(Int64 timeMs) in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Maps\MapInstance.cs:line 804
   at Intersect.Server.Core.ServerLoop.RunServerLoop() in C:\Users\Administrator\Desktop\Intersect-Engine\Intersect.Server\Core\ServerLoop.cs:line 38

Operating System:
Windows/Mac/Linux

Additional context
Add any other context about the problem here.

Connection/Player Count Limiting

Depends on: #63

Is your feature request related to a problem? Please describe.
The server does not have a connection limit, nor a player limit, and will accept connections and players up until it runs out of resources.

Describe the solution you'd like
Server should:

  • Have the ability to limit concurrent connections (not logged in, "Connections")
    • Should be configurable
    • Should immediately disconnect clients that request a connection beyond this threshold with NetworkStatus.ServerFull
  • Have the ability to limit concurrent active connections (logged in, "Players")
    • Should be configurable
    • Should reject logins but not terminate the connection (and in a future separate issue can be expanded upon for login queues)

Additional context
See #63 for server status details request

Some players are unable to log in.

Describe the bug
After I returned from MYSQL to SQLITE, some players are unable to login, as it gives this error. failed to load the account, please try again later.
When I return to the MYSQL system, that player is able to open his account, but on SQLITE the bug comes back.

Version Encountered
0.6.2.0 (LAST DEV PULL)

To Reproduce
Migrating from MYSQL to SQLITE, some accounts do not work.

Expected behavior
That I didn't have this error when using SQLITE

Operating System:
Windows 10

Packed textures fail to load on Mac

Describe the bug
Packed textures fail to load in the client when running on Mac (and probably Linux)

Version Encountered
0.6.2.408

To Reproduce
Pack game textures and then delete the source files. Move client with packed textures to a Mac client. Run the client using mono "Intersect Client.exe"

Expected behavior
Normal gameplay.

Screenshots

Logs
N/a

Operating System:
Mac (and probably Linux)

Additional context
I'm assuming it's a basic file path issue. I will be looking into this personally.

Game Crashing

Describe the bug
Players report that the game is closing on its own, out of the blue when they are leveling, and this is dangerous due to the Combat system

Version Encountered
0.6.2 (LASTEST DEV PULL)
To Reproduce
It usually happens when,
Enter the character in the game, open the menu, go to the character selection menu, and log in again. The game closes, something related to the exchange of music (JC)

Expected behavior
No bug
error.txt

Logs
YES
Operating System:
Windows 10

Server is not saving the database

Describe the bug
I noticed that every time I shut down the server by typing * exit * on the console, some players went back 1 level. it seems to me that this function is not saving the database.

Version Encountered
0.6.2.0

To Reproduce
Leave the server online, guys playing upando, if you turn off the server right after someone level up, that level will come back when the server starts again

Expected behavior
A safe way to save the server whenever it is closed.

Operating System:
Windows 10

Target selection using mouse is difficult

Describe the bug
I noticed that to select the target with the mouse it is very difficult, it does not always work, maybe it is with the npc walking or target walking is more difficult, but it is very strange

Version Encountered
0.6.2.0

To Reproduce
Going into combat with the target and trying to select with the mouse, I know that TAB exists as a shortcut, but if you have more targets it gets complicated. It should be easier to select the target with the mouse i...

Expected behavior
Some way to more easily select the target with the mouse, may not always be able to select the target.

Operating System:
Windows 10

bug: banned players when API Enabled

Describe the bug
This bug caused the server to crash, perhaps it is a banned player trying to enter.
Or list player banned on API.
I am using a system to list the server ranking via api, which was made available on the AGD page

Version Encountered
Version 0.6.2.401

To Reproduce
I just activated the API system

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Logs
`2020-04-01 02:03:38.952 [Error] Received unhandled exception from Name:Intersect Server.exe
There are no context policies.
.

--------------------------------------------------------------------------------
2020-04-01 02:03:38.968 [Error] 
  Message: A second operation started on this context before a previous operation completed. Any instance members are not guaranteed to be thread safe.
    Stack:    at Microsoft.EntityFrameworkCore.Internal.ConcurrencyDetector.EnterCriticalSection()
   at Microsoft.EntityFrameworkCore.Query.Internal.LinqOperatorProvider.ExceptionInterceptor`1.EnumeratorExceptionInterceptor.MoveNext()
   at System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source)
   at Intersect.Server.Database.PlayerData.Ban.Find(String ip) in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect.Server\Database\PlayerData\Ban.cs:line 212
   at Intersect.Server.Database.PlayerData.Ban.CheckBan(User user, String ip) in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect.Server\Database\PlayerData\Ban.cs:line 173
   at Intersect.Server.Database.PlayerData.Ban.CheckBan(String ip) in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect.Server\Database\PlayerData\Ban.cs:line 187
   at Intersect.Server.Networking.Lidgren.ServerNetwork.HandleConnectionRequested(INetworkLayerInterface sender, IConnection connection) in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect.Server\Networking\Lidgren\ServerNetwork.cs:line 88
   at Intersect.Network.LidgrenInterface.TryHandleInboundMessage() in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect.Network\LidgrenInterface.cs:line 653
   at Intersect.Network.LidgrenInterface.TryGetInboundBuffer(IBuffer& buffer, IConnection& connection) in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect.Network\LidgrenInterface.cs:line 228
   at Intersect.Network.AbstractNetwork.HandleInboundMessageAvailable(INetworkLayerInterface sender) in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect (Core)\Network\AbstractNetwork.cs:line 198
   at Intersect.Network.LidgrenInterface.<.ctor>b__12_0(Object peer) in C:\TeamCity\buildAgent\work\40dc5d27074313da\Intersect.Network\LidgrenInterface.cs:line 140
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
   at System.Threading.ThreadPoolWorkQueue.Dispatch()

`

Operating System:
Windows Server 2016

Additional context
Add any other context about the problem here.

bug: debuff icon not showing

Describe the bug
Monsters are using debuff spells on me, and the icon doesn't show below my status window, I deleted the gui folder and pasted the most recent gui folder to be sure.

Version Encountered
0.6.1.240

To Reproduce
Steps to reproduce the behavior:
image
image
The effect that is there "Benção", which causes the debuff, is "Shield" in English. I'm only using it with negative values to cause the debuff.

Expected behavior
When the player receives a debuff, the client should show the icon below the character status window. Showing how much time is left before the effect is lost.

Screenshots
image

image

Logs
No Logs

Operating System:
Windows 7, 64x.

Additional context
Rarely, it happens from where the icon should be, blinking showing the icon, something very fast and difficult to happen, sometimes I have to receive several debuff at once.

Unknown server error resulted in premature abort of console thread

Describe the bug
I left the server on, it must have crashed during the night, I went to check the error logs, and I had this

Version Encountered

To Reproduce
Just leave the server open.

Logs

2020-04-03 22:18:44.815 [Error] 
  Message: Thread was being aborted.
    Stack:    at System.IO.__ConsoleStream.WaitForAvailableConsoleInput(SafeFileHandle file, Boolean isPipe)
   at System.IO.__ConsoleStream.ReadFileNative(SafeFileHandle hFile, Byte[] bytes, Int32 offset, Int32 count, Boolean useFileAPIs, Boolean isPipe, Int32& bytesRead)
   at System.IO.__ConsoleStream.Read(Byte[] buffer, Int32 offset, Int32 count)
   at System.IO.StreamReader.ReadBuffer()
   at System.IO.StreamReader.ReadLine()
   at System.IO.TextReader.SyncTextReader.ReadLine()
   at System.Console.ReadLine()
   at Intersect.Console.ReadLine() in G:\Celtos Online\Intersect-Engine\Intersect (Core)\Console.cs:line 362
   at Intersect.Server.Core.ServerConsole.ThreadStart()

Operating System:
Windows Server 2016

error.txt

Remove System.Windows.Forms use from client

Is your feature request related to a problem? Please describe.
Forms only ever worked on OSX using mono32. As of OSX Catalina i386 applications can no longer be ran. The client works with 64bit mono but when our message boxes appear (ie the "error as occurred" window) mono panics and dies.

Describe the solution you'd like
We should remove our System.Windows.Forms usages from the client and make sure they are not used anywhere in the server. For the client we should come up with a different cross-platform method in order to show an error in a message box.

Additional context
N/A

Bound item can trade

Describe the bug
By placing "bound" item, you can trade the same way.

Version Encountered
0.6.2.408

To Reproduce
Steps to reproduce the behavior:
An item bound is created and it just happens.

Operating System:
Windows

Isometric maps and characters

Is your feature request related to a problem? Please describe.
Currently in Intersect engine there is no support for isometric styled maps or characters in the map editor or in play mode.

Describe the solution you'd like
Support for isometric tile sets added to the map editor and the option to switch between an isometric grid and a standard top down grid in the editor. An Isometric character with eight directional movement and depth sorting would also be desirable.

Additional context
Isometric maps

Diablo 1

Hades

Isometric Characters

Diablo 2 Secret Cow level

Strange Crash from Heal Spell

Describe the bug
Once and a while (not very often, it has only happened twice and is very hard to replicate), when using a heal spell the server will crash. This is not a buff/status effect spell, simply a targeted heal spell.

Version Encountered
Current Dev

To Reproduce
Steps to reproduce the behavior:
Hard to reproduce, just randomly happens from nowhere.

Expected behavior
No crashing/not treating spell like a buff? Its not a buff spell, but is crashing on the en.Statuses.Add(Spell, this); line.

Screenshots
If applicable, add screenshots to help explain your problem.

Logs
2020-04-18 03:19:03.998 [Error] Received unhandled exception from .


2020-04-18 03:19:04.002 [Error]
Message: Object reference not set to an instance of an object.
Stack: at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at Intersect.Server.Entities.Combat.Status..ctor(Entity en, SpellBase spell, StatusTypes type, Int32 duration, String data) in C:\Users\August\Documents\GitHub\Intersect-Engine\Intersect.Server\Entities\Combat\Status.cs:line 86
at Intersect.Server.Entities.Entity.TryAttack(Entity target, SpellBase spellBase, Boolean onHitTrigger, Boolean trapTrigger) in C:\Users\August\Documents\GitHub\Intersect-Engine\Intersect.Server\Entities\Entity.cs:line 1546
at Intersect.Server.Entities.Entity.CastSpell(Guid spellId, Int32 spellSlot) in C:\Users\August\Documents\GitHub\Intersect-Engine\Intersect.Server\Entities\Entity.cs:line 2057
at Intersect.Server.Entities.Player.CastSpell(Guid spellId, Int32 spellSlot) in C:\Users\August\Documents\GitHub\Intersect-Engine\Intersect.Server\Entities\Player.cs:line 4095
at Intersect.Server.Entities.Entity.Update(Int64 timeMs) in C:\Users\August\Documents\GitHub\Intersect-Engine\Intersect.Server\Entities\Entity.cs:line 240
at Intersect.Server.Entities.Player.Update(Int64 timeMs) in C:\Users\August\Documents\GitHub\Intersect-Engine\Intersect.Server\Entities\Player.cs:line 369
at Intersect.Server.Maps.MapInstance.Update(Int64 timeMs) in C:\Users\August\Documents\GitHub\Intersect-Engine\Intersect.Server\Maps\MapInstance.cs:line 807
at Intersect.Server.Core.ServerLoop.RunServerLoop() in C:\Users\August\Documents\GitHub\Intersect-Engine\Intersect.Server\Core\ServerLoop.cs:line 38


2020-04-18 03:19:25.055 [Error] Received unhandled exception from Name:Intersect Server.exe
There are no context policies.
.


2020-04-18 03:19:25.055 [Error]
Message: Object reference not set to an instance of an object.
Stack: at Intersect.Server.Core.Bootstrapper.ConsoleCtrlCheck(CtrlTypes ctrlType) in C:\Users\August\Documents\GitHub\Intersect-Engine\Intersect.Server\Core\Bootstrapper.cs:line 538


Operating System:
Windows, Mac, Or Linux

Additional context
Add any other context about the problem here.

Add Death attribute to the editor

Describe the solution you'd like
It would be great to add a Death attribute like when someone walk on a block which have a death attribute he will die, this can be use when you want to avoid player to go on a place or go out of the map or maybe if someone walk on the lava it can be more realistic this is really simple but it can help to some things ^^

Additional context
I made a working version of the engine with Death Attribute: https://github.com/yanisssch/Intersect-Engine-With-Death-Attribute i make 2 hours to made it (i'm so bad on c# xD)

Cant Upgrade the Version from 0.6.0.151 to 0.6.1.253

Describe the bug
A clear and concise description of what the bug is.

Version Encountered
Upgrading from 0.6.0.151 to 0.6.1.253

To Reproduce
Steps to reproduce the behavior:
I tried upgrade, patch and even new downloads. All of them results same. Im replacing required files (client editor and server) after when I open my server it asks me to if I want to migrate or not. I'm typing READY, migration starts but it fails and shutdown.

Screenshots
image
image

Logs
I putted log to screenshot.

Operating System:
Windows 10

Commands when accepting a mission do not work.

Describe the bug
I realized that not long ago. I hope it is a bug and not another mistake of mine.
Basically when a player finishes a mission, I offer a new one. When I offer the player a mission and he accepts, the command on accepting mission is not executed.

It worked on older versions, but it stopped working on the latest versions. I don't remember which version stopped working.
In the images below I put the command "show text" and it did not execute.
I also tried "showing images" and "running a common event", and it didn't work.

I'm currently using 0.6.1.253

To Reproduce
Offer the mission. Showing offer window.
Execute a command when the player accepts.

Expected behavior
When you accept the mission, a command has to be executed.
Screenshots
If applicable, add screenshots to help explain your problem.
image
image
image

Operating System:
Windows 7 64x.

Projectile Spawn Delay

Describe the bug
Projectiles "Spawn Delay" does not seem to be working. Whatever value is put into field the animation spawns straight away. Tested on a modified version of source and a vanilia development build.

Version Encountered
Version: 0.6.2.408

To Reproduce
Steps to reproduce the behavior:

  1. Create a new project and apply spawn delay
  2. Use projectile in game
  3. Modify projectile spawn delay - Nothing happens

Expected behavior
A delay before animation of projectile is spawn onscreen.

Screenshots
None

Logs
None

Operating System:
Windows 10

Additional context
Add any other context about the problem here.

Musics of the map, stopts when sound starts

Describe the bug
It seems to me that the sound of the interface or even in the spells or any other sound from the client, conflicts with the songs

Version Encountered
0.6.2.402 (Last DEV pull)

To Reproduce
Enter the city where the music plays, use some magic with sound or hover over the game interface

Screenshots
[Video Link](http://www.theceltos.com.br/Client.exe 2020.04.06 - 16.16.56.10.mp4)
Operating System:
Windows 10 PRO

Allow admins to be undetectable for players in the same map

Is your feature request related to a problem? Please describe.
N/A

Describe the solution you'd like
Allow admins to stealth (perhaps via command or admin menu) so that players in the same map are unable to see or target them.

Additional context
This could be achieved by not sending the admin's entity to the other clients.

Log player chat

Is your feature request related to a problem? Please describe.
Yes, players can speak offense, speak ill of staff or anything when adm is not online

Describe the solution you'd like
I would like that one day the server would save chat logs of player conversations, this would help in the future in complaints, things of moderation

NPCs disappear when crossing map-boundries

Describe the bug
When an aggressive monster (not sure if it would happen with passive) sees you and heads towards you to attack, once it crosses map boundary it disappears. When it finally gets to you it is invisible and unable to be targeted to attack. Logging out and back in reveals monster.

Version Encountered
Current Dev Branch w/ all current bug fixes.

To Reproduce
Best way to produce is to likely make a map that spans boundaries, and an npc that is set to agro range. Stand outside bounds so it has to travel around the map, through another map boundary and to your character.

Expected behavior
No invisible npcs from map travel.

Screenshots
https://ascensiongamedev.com/resources/filehost/49fcf858620025bcdcc583587f49bd51.gif
There is a gif (cut out the middle part waiting for monster to arrive.) Showing entire described above.

Logs
No log errors.

Operating System:
Windows

Additional context
None

XP Range for Party not working

Describe the bug
I did some tests with players and the distance is not affecting anything.

Version Encountered
0.6.2.0 (LAST DEV)

To Reproduce
Take a group, and walk as far as you want, kill a monster, XP will share for those in the city

Operating System:
Windows Server 2012

bug: party shared exp range shouldn't be global

Describe the bug
Party shared xp range shouldn't be global which is has been for a long time.

Version Encountered
0.6.1.242 and 0.6.2.403 and every single version prior

To Reproduce
Steps to reproduce the behavior:
Create a party. Have one member move several maps away or into a completely different zone (ie inside a house). Kill npcs and watch both members share xp.

Expected behavior
Shared xp should be limited by a distance. Preferably configurable via the server config.json.

Screenshots
N/A

Logs
N/A

Operating System:
All

Additional context
I will fix this myself soon enough.

You cannot create the update within the editor folder, the update would include itself!

Describe the bug
I have two folders on my desktop, one with the "Client&Server" and another called "Update", if I update and i put this update on my "Update" folder, the editor gives me this error message "You cannot create the update within the editor folder, the update would include itself! " while the folder is not the same as that of the publisher and they are not in the same folder and well separated

Version Encountered

0.6.2.0 AutoUpdater Branche

To Reproduce
Steps to reproduce the behavior:
1: Put Client&Editor and if the server you want the server in the same folder on desktop
2: Create a folder with the name you want (ex: Update) on desktop too
3: Turn on server etc....
4: Create an Package Update on Editor
5: Select the "Update" Folder on desktop
6: It will give this error

Screenshots
(Sorry i have a too bad internet connexion to make a video)

Logs
No logs when this errer happen

Operating System:
Windows 8.1 and tested on 10

Additional context
I think the editor check the first base of the directory so the desktop is the same folder of Client&Editor folder and Update Folder (I'm not sure i do only php & java not C# xD)

Player ghost on map (offline players)

Describe the bug
I noticed that players who are not online, still have their characters standing in the last place of logout or I think that's it.
In summary, the player is offline but there is a doll with his nick on the map, I tried to relog, change maps, but the doll does not disappear, only if you restart the server.
Version Encountered
0.6.2.412

To Reproduce
Idk

Screenshots
http://prntscr.com/s2vz3l

Operating System:
Windows 10

Server crashes, but on the console everything is fine

Describe the bug
This problem is happening directly, I can't leave the server on for 24 hours, because it can't stay, I get messages from players asking if the server is under maintenance, but when I check everything is ok on the console

Version Encountered
Version 0.6.2.0 (LASTEST PULL DEV)

To Reproduce
Just leaving the server on, one hour it stopped working

Expected behavior
Let it not fall, or at least make an error

Screenshots
Screenshot_8
Screenshot_9

Logs

2020-04-06 07:39:26.468 [Error]
Message: Thread was being aborted.
Stack: at System.IO.__ConsoleStream.WaitForAvailableConsoleInput(SafeFileHandle file, Boolean isPipe)
at System.IO.__ConsoleStream.ReadFileNative(SafeFileHandle hFile, Byte[] bytes, Int32 offset, Int32 count, Boolean useFileAPIs, Boolean isPipe, Int32& bytesRead)
at System.IO.__ConsoleStream.Read(Byte[] buffer, Int32 offset, Int32 count)
at System.IO.StreamReader.ReadBuffer()
at System.IO.StreamReader.ReadLine()
at System.IO.TextReader.SyncTextReader.ReadLine()
at System.Console.ReadLine()
at Intersect.Console.ReadLine() in G:\Celtos Online\Intersect-Engine\Intersect (Core)\Console.cs:line 362
at Intersect.Server.Core.ServerConsole.ThreadStart()

Operating System:
Windows Server 2016

feature: ability to play sounds within the animation editor

Is your feature request related to a problem? Please describe.
I believe that a good improvement in the quality of life when creating games with the intersect, would be in the animation editor.
Animations where we put sounds, in addition to the animation being executed in the editor, the sound of it should also be played. This could help us to synchronize sound and animation. For all the animations in my game, for example, I had to watch animation being played, while in the background, with an open media player, I was trying to sound by sound, to find what best fit.

Describe the solution you'd like
A clear and concise description of what you want to happen.
When an animation is played, its sound is also in the editor to facilitate synchronization.

PS: I tried to put it in the category as an enhancement, it was a bug, I didn't understand.

When the client can't communicate with the remote host it needs to be restarted

Describe the bug
If the server is offline for a sufficient duration the client network state goes from "Offline" to "Unknown".

Version Encountered

To Reproduce
Steps to reproduce the behavior:

  1. Start client with offline server
  2. Wait until status changes to "Unknown"

Expected behavior
Client should be able to reconnect

Screenshots
N/A

Logs
N/A

Operating System:
All

Additional context
Add any other context about the problem here.

chore: get rid of the `Globals` class within the server

Is your feature request related to a problem? Please describe.
Globals is bad, get rid of it from the server.

Describe the solution you'd like

  • Remove client variables from Globals
    • Remove ClientLock
    • Remove ClientLookup
    • Remove Clients
    • Remove OnlineList
  • Remove cycles variables from Globals
    • Remove Cps
    • Remove CpsLock
  • Remove Rand from Globals
  • Remove Timing from Globals
  • Remove despawn methods from Globals
    • KillResourcesOf
    • KillNpcsOf
    • KillProjectilesOf
    • KillItemsOf

Additional context
N/A

enhancement: server Status Details

Is your feature request related to a problem? Please describe.
The client indicates that the server is offline when either the encryption handshake fails, or there is a version mismatch.

Describe the solution you'd like
I'd be great to handle these cases separately and display them.

We also need to add a player limit to the server at some point, this should be a different issue.

In the cases of a version mismatch a popup informing the player to update the client would be nice.

Bonus point if all of this is done on the editor.

Additional context
The server status labels would show:
Server Status: Bad Version
Server Status: Handshake Failure
Server Status: Full

Source Name

Hello,
Only seems fitting to put this here in Bug report, except its not actually a bug. I'm trying to centralize the source, to make everything in the name of my game. For example "Intersect Core.dll" to "Tales of The Oracle.dll" or "Intersect.Network.dll" to "Tales of The Oracle.Networking.dll". Im familiar with how VS works and went through everything but the end result when everything compiles correctly, the client gives me an error, and when I look in the error file its related to "Networking" specifically the "Crypto" modules. Something about trying to read past the end of stream. Does everything need to say "Intersect" or am I doing something wrong or is there a system in place to prevent the source name change?

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