[PROGRAM] OpenYS - Open Source YSFlight Server!
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[PROGRAM] OpenYS - Open Source YSFlight Server!
There's probably a memory leak somewhere.
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[PROGRAM] OpenYS - Open Source YSFlight Server!
So I reverted the code to Synchronous sending and it works better. There's much to be done though.
Thanks for your feedback! I hope you guys all had fun with the Civ night. Thanks for supporting the project!
I may restructure the threading mechanism to have "time to live" attached to the threads lists... Is the thread goes over say, 30 seconds, the thread will be killed immediately (unless it's meant to do that.)
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I can now launch bombs from the gun cannon for example (in fact I've already done so, it was HILARIOUS!).
I also want to make flare "fireworks" - spawns one flare, once it reaches it's peak hight, it creates a star of other flares from the "fizzle out" point.
I surprisingly have a decent amount of control of the ordinance! Neat!
And for my next trick, I will aim to fix the networking stability fundamentals that is causing OYS to force clients to DC. I'll need peoples help on this one though! so I'll first start proper logging and analysis of all DC's made and WHY they were made, then I'll run a public server to check all this
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We need vidyas ASAPOfficerFlake wrote:Exciting history was made today - I've mapped the "ordinance spawned" packet - the one that tells YS a missile, bomb, agm, or even flare is created.
I can now launch bombs from the gun cannon for example (in fact I've already done so, it was HILARIOUS!).
Is it possible for you to modify the airspeed or other properties of ordinance?
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But yeah, this obviously opens up a ton of opportunity for things like realistic missiles, guided bombs (if you can get rid of the smoke effect of the AGM), laser weapons, etc.
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Re: [PROGRAM] OpenYS - Open Source YSFlight Server!
This is part of the plan! Once I stablise OpenYS and complete the mapping of the YS Protocal, I'll extend server functions! - so aircraft can be modded to have special permissions, for example. Full details when I finally get around to that.Dragon029 wrote:I know you're working on a fair bit (and this would probably come under your existing WIP), but any chance of having a trainer / plugin that reads extra / custom weapon data from an aircraft's .dat (stored within some commented-out section)?
By the way, I have mapped like, 80% of the YSFlight online protocol now. Soon, I'll do the damage packets, and ground object data packet (like flight data packet, but for a ground object). Then the other stuff is really just not even needed. (score reporting, for example)
OYS has been without ground combat for too long (which is what makes YSF fun when alone/with a team)
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Their are two major issues with OYS at current stopping further advancement.
1 - The socket structure causing the program to lag behind and use massive ammounts of memory.
2 - The threading structure causing the program to use too many threads and lag to a halt.
These are solvable without destorying the project and restarting it thanks to my recent upgrades to the source code - I only have to re-write the sending/receiving and processing allocators.
However, the flaws are a design flaw. I DO need to use Async sending but not in the method I tried - I can't create my own managed threads and send that way, I need the operating system to do it for me by using callbacks - something I've never used before, so I will have to learn that.
The thread allocation should be tied with that solution.
I'll be doing some research on the asynch sockets with callbacks to make this work - I am told by stack over flow that these socket structures work fine with MMO's with little lag - up to 5000 players! (YSF will never have that many!)
Leave it with me! I haven't forgotton about OYS, but yes, now you know why nothing has happened for a while.
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Thanks for the update!OfficerFlake wrote:[post]88579[/post] I haven't forgotton about OYS, but yes, now you know why nothing has happened for a while.
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Merging threads into the core thread now to take the load off system resources - less threads, less locks, less lag!
Please enjoy this delicious beverage!
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[PROGRAM] OpenYS - Open Source YSFlight Server!
Now the time it takes to change from sunset,night, sunrise, day etc adjustable or is it fixed for now?
Beginner ATC for hire!
Current Projects:
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**Word of Caution**
My knowledge is limited. Anything I write in my posts may or may not be accurate. To be honest I think its all crap.
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Tested okay on local host but I'm wanting people to check over the network - I have seen socket errors in the console so perhaps I'll need to work that out more gracefully later!
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Re: [PROGRAM] OpenYS - Open Source YSFlight Server!
Changes:
+MASSIVE Update to many components of OYS
+Server time uses a tick based system - the environment can now be any time of a 24hr day.
+Environment changes color based on time of day. (2015 YSF+)
+Socket structure massively revamped, hopefully less lag. appears very stable so far. maybe a few more issues to solve.
+Bombs from gun novelty.
-Removed Nukes
Notes:
~Very major updates to code - minor bugs but server stability should be increased. Threads reduced dramatically.
~Pretty please test this version - let me know how your server experience goes!
Download: https://www.mediafire.com/?22tyn9d5f7p8tt5
[PROGRAM] OpenYS - Open Source YSFlight Server!
One big yes to you, my friend.OfficerFlake wrote: MASSIVE Update to many components of OYS
Socket structure massively revamped, hopefully less lag. appears very stable so far.
minor bugs but server stability should be increased. Threads reduced dramatically.
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Won't start server for me here. Says need to enable LoadFromRemoteSourcesSwitch in .NET?OfficerFlake wrote:[post]88871[/post] let me know how your server experience goes!
Old version starts fine 201550227(1339).
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Team Awesome # 23
YSFHQ administrator.
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The resource switch thing... U wot m8? Try reinstalling .Net
Thanks for the feedback pat! I hope it serves you well!
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