[PROGRAM] OpenYS - Open Source YSFlight Server!

Note that alterations to the YSFlight .EXE is forbidden
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[PROGRAM] OpenYS - Open Source YSFlight Server!

Post by Neocon » Sun Feb 01, 2015 7:13 pm

Well, if it works on my computer I will be happy to run it. ;)

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[PROGRAM] OpenYS - Open Source YSFlight Server!

Post by NeurAxaL » Sun Feb 01, 2015 9:52 pm

thank god.
~1500 planes in 1 min?
this is what ys servers need.
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Re: [PROGRAM] OpenYS - Open Source YSFlight Server!

Post by Flake » Mon Feb 02, 2015 12:36 am

Alright folks, here comes the big one!

================================
Now Updated to Version 201500202(1103)

Changes:
+Implemented OpenYS Client that extends YSFlight Server Functionality.
+Implemented Non-Vanilla Breaking Custom Packet Framework.
+Added Formation Data Packet (YSF Type 64, Subtype 11).
+Added OpenYS Handshake Paket (YSF Type 64, Subtype 29).
+Added Command Help for Formation Clients.
+Formatted OpenYS Server and OpenYS Client.
+Massive Changes to the overall code structure in regards to packet switching and packet handling. There may be a few bugs, please let me know!
+Console is now queued correctly per thread.
-Removed Nukes

Notes:
~APPEARS to be a bug in disconnections when using the client. Not game-breaking but it needs sorting out.

Download: https://www.mediafire.com/?bhfmg9ld3yp4nan

---

Coming soon:
-More commands maybe?
-User Private Messaging - why the hell not...


Last edited by Flake on Tue Sep 01, 2015 12:52 pm, edited 1 time in total.
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[PROGRAM] OpenYS - Open Source YSFlight Server!

Post by Neocon » Mon Feb 02, 2015 1:28 am

And once again, YSCAS is now running the OYS Server. Not only is it running again on my computer, but the ground objects at Bradshaw Airport are where they should be.

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Post by Stingx » Mon Feb 02, 2015 2:03 am

100% fuel upon take off. PHP bot shows connect and disconnect message. Flight join request at the time a user joins server collide (crashes server?).
Last edited by Stingx on Mon Feb 02, 2015 2:33 am, edited 1 time in total.

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Post by Stingx » Mon Feb 02, 2015 2:14 am

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Post by Neocon » Mon Feb 02, 2015 2:24 am

The console server crashed when I tried the /listusers command from inside YSF, but neither I nor Stingx could duplicate the problem. I'll do a formal bug report when I get a chance to run the debug.

More about the fuel: I used the reload function in the game at one of the jetways and set the fuel to 50% and it worked. Changing fuel when selecting the aircraft has no effect.

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Post by Flake » Mon Feb 02, 2015 2:43 am

Now Updated to Version 201500202(1338)

Changes:
+Vehicle data now only updates when the flight data packet is a newer than the last one.
+Flight data now only updated when the flight data is newer than the old one
+Sending packets is now threaded to speed up the program.
+All aircraft are now loaded with 100kg of smoke oil - not a game breaking change but it allows all clients to use smoke again.
-Removed Nukes

Notes:
~APPEARS to be a bug in disconnections when using the client. Not game-breaking but it needs sorting out.

Download: https://www.mediafire.com/?68k40pbi6468ch7
---

Coming soon:
-More commands maybe?
-User Private Messaging - why the hell not...


I am an accountant working full-time (and some). I'm not here as often as I would like to be. Send a message if you need me. There are a few people in the community who can get in contact with me urgently if you need - don't be afraid to ask. I just don't check here as frequently as I used to. Sorry!

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Post by Stingx » Mon Feb 02, 2015 3:27 am

OfficerFlake wrote:[post]83662[/post] -Removed Nukes
:?:

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Post by Midnight Rambler » Mon Feb 02, 2015 4:25 am

Stingx wrote:
OfficerFlake wrote:[post]83662[/post] -Removed Nukes
:?:
Yeah I keep seeing that and wonder the same thing
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Post by Neocon » Mon Feb 02, 2015 4:26 am

He removes them every release.

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Post by Gunny » Mon Feb 02, 2015 4:40 am

I may be way off the beam here But I think it may be a nod to Soji and his refusal to allow nukes in YS.
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Post by Midnight Rambler » Mon Feb 02, 2015 4:58 am

And here we see the YSFlight enthusiasts waiting patiently for Sir Flakey to inform the mass as to the significance of such "Nukes" and their subsequent removal prior to every release of OYS.
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Post by Neocon » Mon Feb 02, 2015 5:08 am

I don't know what happened, but I came back to my computer and saw that OYS crashed. Like I said, I'll run the debug tomorrow. Does OYS create a chat log or some other output that would inform me of who was online (if anyone) at the time of the crash?

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Post by Gunny » Mon Feb 02, 2015 5:14 am

Pat I was on about an hour ago trying the client mod of OYS.Honestly I did not see any advantage to it from my prospective so I left.
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Post by Neocon » Mon Feb 02, 2015 5:24 am

OfficerFlake wrote:[post]83655[/post] ~APPEARS to be a bug in disconnections when using the client. Not game-breaking but it needs sorting out.
I wonder if this was the problem and when you (Gunny) disconnected it did, in fact, break the game...or at least cause an error in the server console.

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Post by Gunny » Mon Feb 02, 2015 5:34 am

I did the normal log out procedure.Btw Pat server list is not reading your scenery install.Sorry for breaking the server :oops:
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Post by Neocon » Mon Feb 02, 2015 5:38 am

I don't think the server list can read the scenery from OYS yet.

A month ago nobody knew what "OpenYS" was going to be. Rome wasn't built in a day, and to be honest, it was pretty much horrible. I have much higher expectations for OYS. Mostly because I think Flake knows more about what he is doing than any Caesar ever did.

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Post by Gunny » Mon Feb 02, 2015 5:49 am

Please to not get me wrong.Flake is doing a journeymens job of it and I am by no means being critical of his efforts.But as in any development effort Murphy will get his pound of flesh before it is fully successful.
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Post by Flake » Mon Feb 02, 2015 6:38 am

Folks, Thanks very much for the feedback on this version. It means a lot to me. Pat, I'm glad you could load the server this time and the grounds are correct. One less burden there.

The distance lag solution needs some work. I'll be working on that soon. Thanks to crow and kujo for your help there, greatly appreciated and I assure you none of this will be in vain.

The program does occasionally crash while running the server and there are a few inconsistencies. I think I know why in regards to the data inconsistencies and I'll iron it out soon. As for the server crashing, There could be many reasons so I'm going to run brute attacks on the code and try and break it as much as I can with a simulated internet connection (random thread sleep when sending or receiving packets.)

This has been a BIG upgrade and with big upgrades come big problems. I am plenty hopeful that the server will get more stable as I work on it though. We CANNOT have a crashing server, that's a HUGE no no!

As for the nukes removed message? Look at any minecraft release notes from 1.8 beta forwards and you'll get the joke.
I am an accountant working full-time (and some). I'm not here as often as I would like to be. Send a message if you need me. There are a few people in the community who can get in contact with me urgently if you need - don't be afraid to ask. I just don't check here as frequently as I used to. Sorry!

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