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 Post subject: /save
PostPosted: Thu Jan 11, 2007 7:57 pm 
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Well...I've never really done a tutorial before. So I figured I'd do something simple that I'm using, so, who knows someone else might find it useful too.

Client Side:

In modGameLogic under:

Code:
If LCase(Mid(MyText, 1, 5)) = "/help" Then
            Call AddText("Social Commands:", HelpColor)
            Call AddText("'msghere = Broadcast Message", HelpColor)
            Call AddText("-msghere = Emote Message", HelpColor)
            Call AddText("!namehere msghere = Player Message", HelpColor)
            Call AddText("/trade namehere = Player Trade, /accept to accept, /decline to decline", HelpColor)
            Call AddText("/party namehere = Invite player to party, /join to accept, /leave to decline", HelpColor)
            Call AddText("Available Commands: /help, /info, /who, /fps, /inv, /stats, /refresh, /declinechat, /chat, /8ball, /rainbow, /away, /calladmins, /wish, /minimap", HelpColor)
            MyText = ""
            Exit Sub
        End If


Add this:

Code:
' Save
        If LCase(Mid(MyText, 1, 5)) = "/save" Then
            Call SaveplayerData
            MyText = ""
            Exit Sub
        End If


Then in ModClientTCP add this to the very bottom:

Code:
Sub SaveplayerData()
Dim Packet As String

    Packet = "SAVEPLAYERDATA" & SEP_CHAR & END_CHAR
    Call SendData(Packet)
End Sub


Server Side:

In ModServerTCP in the handle data sub, or ModHandledata, above this:
Code:
' :: Request edit map packet ::

Add:
Code:
' ::::::::::::::::::::::::
    ' :: Save Player Packet ::
    ' ::::::::::::::::::::::::
    Case "saveplayerdata"
            If Map(GetPlayerMap(index)).Moral = MAP_MORAL_SAFE Then
                Call SavePlayer(index)
                Call PlayerMsg(index, "Character Stats & Inventory Saved", Yellow)
            Else
                Call PlayerMsg(index, "You must be in a town or house to save!", Yellow)
        End If
    Exit Sub


That's all of it. It basically just makes it so when a player types /save in a safe zone map it saves their data...If there's any questions or something you don't understand feel free to ask.


Last edited by Jobs on Thu Jan 11, 2007 8:29 pm, edited 1 time in total.

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 Post subject:
PostPosted: Thu Jan 11, 2007 8:14 pm 
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Posts: 339
There's a typo in Save Player Packet


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 Post subject:
PostPosted: Thu Jan 11, 2007 8:28 pm 
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Ack, yeah sorry about that. I deleted some extra code I had there that isn't in any version of MS. I'll fix that. Thanks for pointing it out.


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 Post subject:
PostPosted: Sat May 05, 2007 8:35 pm 
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Posts: 148
Location: USA, Texas
On the server side, the paket should start with this..

Code:
    If LCase(Parse(0)) = "requesteditmap" Then


For MS, but if your using Elysium then you would use whats in the post ;).


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 Post subject: Re: /save
PostPosted: Sun Sep 14, 2008 7:28 pm 
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Posts: 55
I hope this is alright...Sense I like this tutorial, and it's useful for lots of people, I want to update it for the MS4 version. I already have tested it out and everything. And yes, I know it's simple to change and make it work for MS4. Anyway...

::Client Side::

First add this in modGameLogic under the Commands section.
Code:
        ' Save
        If LCase(Mid(frmMirage.txtMyChat, 1, 5)) = "/save" Then
            Call SaveplayerData
            frmMirage.txtMyChat = ""
            Exit Sub
        End If


Then in ModClientTCP add this at the bottom.
Code:
Sub SaveplayerData()
Dim Packet As String

    Packet = CSaveplayerData & END_CHAR
    Call SendData(Packet)
End Sub


Then in modEnumerations add this under "Public Enum ClientPackets"
Code:
    CSaveplayerData


::Server Side::

Now in modHandleData above the "Request edit map packet" add this.
Code:
        ' ::::::::::::::::::::::::
        ' :: Save Player Packet ::
        ' ::::::::::::::::::::::::
        Case CSaveplayerData
                If Map(GetPlayerMap(Index)).Moral = MAP_MORAL_SAFE Then
                    Call SavePlayer(Index)
                    Call PlayerMsg(Index, "Character Stats & Inventory Saved", Yellow)
                Else
                    Call PlayerMsg(Index, "You must be in a town or house to save!", Yellow)
            End If
        Exit Sub


Then in modEnumerations under "Public Enum ClientPackets" add this.
Code:
    CSaveplayerData


All done.


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 Post subject: Re: /save
PostPosted: Sun Sep 14, 2008 9:01 pm 
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MS4 saves all chars, like every thirty seconds dude.

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 Post subject: Re: /save
PostPosted: Sun Sep 14, 2008 9:03 pm 
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Oh, really? I just downloaded it today and have been using it a little, so I didn't really notice.


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 Post subject: Re: /save
PostPosted: Sun Sep 14, 2008 9:07 pm 
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THIRTY SECONDS?!

Code:
        ' Checks to save players every 10 minutes - Can be tweaked
        If Tick > LastUpdateSavePlayers Then
            UpdateSavePlayers
            LastUpdateSavePlayers = GetTickCount + 60000
        End If

Private Sub UpdateSavePlayers()
Dim i As Long


Code:
Private Sub UpdateSavePlayers()
Dim i As Long

    If TotalOnlinePlayers > 0 Then
        Call TextAdd(frmServer.txtText, "Saving all online players...", True)
        Call GlobalMsg("Saving all online players...", Pink)
        For i = 1 To MAX_PLAYERS
            If IsPlaying(i) Then
                Call SavePlayer(i)
            End If
            DoEvents
        Next i
    End If
End Sub


modServerLoop.bas

I removed the GlobalMsg. =-p


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 Post subject: Re: /save
PostPosted: Mon Sep 15, 2008 1:03 am 
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Mattyw wrote:
THIRTY SECONDS?!

Code:
        ' Checks to save players every 10 minutes - Can be tweaked
        If Tick > LastUpdateSavePlayers Then
            UpdateSavePlayers
            LastUpdateSavePlayers = GetTickCount + 60000
        End If

Private Sub UpdateSavePlayers()
Dim i As Long


Code:
Private Sub UpdateSavePlayers()
Dim i As Long

    If TotalOnlinePlayers > 0 Then
        Call TextAdd(frmServer.txtText, "Saving all online players...", True)
        Call GlobalMsg("Saving all online players...", Pink)
        For i = 1 To MAX_PLAYERS
            If IsPlaying(i) Then
                Call SavePlayer(i)
            End If
            DoEvents
        Next i
    End If
End Sub


modServerLoop.bas

I removed the GlobalMsg. =-p


I swear, I see that message "Saving all chars" like every thirty seconds.

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 Post subject: Re: /save
PostPosted: Mon Sep 15, 2008 1:31 am 
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That 60000 would be once a minute, not ten minutes.

I don't know if i originally put in the wrong number or someone else changed it.


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 Post subject: Re: /save
PostPosted: Mon Sep 15, 2008 1:50 am 
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Dugor wrote:
That 60000 would be once a minute, not ten minutes.

I don't know if i originally put in the wrong number or someone else changed it.


I didn't change that, that's how it was set when I got it.


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 Post subject: Re: /save
PostPosted: Mon Sep 15, 2008 1:59 am 
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DarkC wrote:
Dugor wrote:
That 60000 would be once a minute, not ten minutes.

I don't know if i originally put in the wrong number or someone else changed it.


I didn't change that, that's how it was set when I got it.


He meant another Mirage programmer.

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Robin:
Why aren't maps and shit loaded up in a dynamic array?
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um
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 Post subject: Re: /save
PostPosted: Mon Sep 15, 2008 11:53 am 
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I think GIAKEN told me how he used to do that.

Hell, you don't even need /save. Just have the other person log out then crash, as it saves on log out.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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 Post subject: Re: /save
PostPosted: Mon Sep 15, 2008 12:53 pm 
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Then what would be the safest thing to do about saves? Have the server save every 1second or even faster? Though, I can't help but think that'll help lag up the game badly.


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 Post subject: Re: /save
PostPosted: Mon Sep 15, 2008 1:02 pm 
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Ideally it would load you when you sign on
And save you when you sign off

The server shouldn't crash, so there's no reason to save in between those times.... right? :lol:

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 Post subject: Re: /save
PostPosted: Tue Sep 16, 2008 4:22 am 
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if you want your game to save as little as possible and still be secure in not losing data, you have to really complicate the code. It would be possible to put in error trapping code that initiates a save of all non-corrupted data before terminating the server. as far as power failures get a UPC that can connect to your computer via USB and somehow program the server to get the state of the UPC, so that when it is on battery the server knows to initiate a full save before closing. then the only times you would ever have to save is when the client is disconnected from the server.

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 Post subject: Re: /save
PostPosted: Tue Sep 16, 2008 9:48 am 
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Tbh, the biggest threat is user-generated crashes.

Just use CodeSMART to set up some error handling code (Make sure you're able to turn it on/off via a variable, otherwise your debugging days are over) and steal all GIAKEN's shit from Asphodel.

I couldn't do most of the popular hacks on that, except use the client-side map report to warp between maps. Which he fixed.

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Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?


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 Post subject: Re: /save
PostPosted: Tue Sep 16, 2008 1:17 pm 
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that;s why I said to use error handling, at least server side. Any crash caused by a corrupted client would trigger error handling, and if you could program the handler to do an autosave of all other data except for the data causing the crash then you could potentially get around this. I don't know that exact procedure for all this code, and it might be too much of a headache to make it worthwhile, but I'm simply saying that it's possible to do.

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 Post subject: Re: /save
PostPosted: Thu Dec 16, 2021 3:51 am 
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 Post subject: Re: /save
PostPosted: Fri Feb 11, 2022 12:40 am 
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 Post subject: Re: /save
PostPosted: Sun Mar 13, 2022 12:57 pm 
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 Post subject: Re: /save
PostPosted: Thu Jun 16, 2022 2:14 pm 
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 Post subject: Re: /save
PostPosted: Sun Sep 11, 2022 8:00 am 
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 Post subject: Re: /save
PostPosted: Fri Nov 04, 2022 4:10 pm 
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 Post subject: Re: /save
PostPosted: Sun Dec 11, 2022 4:37 pm 
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