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Zothen
04-28-2011, 04:00 AM
I was wondering why the underfoot client shows x / 18 character slots, SoD x / 10. So where can I change this? I haven't found a DB setting so I guess its in the server code, but I havent found the proper reference yet. Any ideas?

Zothen
04-28-2011, 09:58 AM
Okay, I figured it out myself. Tested and working, enjoy!

Lets say we want a char limit of 16 instead of 10, so we change the following files:

eq_packet_structs.h
struct CharacterSelect_Struct {
/*0000*/ int32 race[16]; // Characters Race
/*0040*/ Color_Struct cs_colors[16][9]; // Characters Equipment Colors
/*0400*/ int8 beardcolor[16]; // Characters beard Color
/*0410*/ int8 hairstyle[16]; // Characters hair style
/*0420*/ int32 equip[16][9]; // 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 (Might not be)
/*0780*/ int32 secondary[16]; // Characters secondary IDFile number
/*0820*/ int32 drakkin_heritage[16]; // added for SoF
/*0860*/ int32 drakkin_tattoo[16]; // added for SoF
/*0900*/ int32 drakkin_details[16]; // added for SoF
/*0940*/ int32 deity[16]; // Characters Deity
/*0980*/ int8 gohome[16]; // 1=Go Home available, 0=not
/*0990*/ int8 tutorial[16]; // 1=Tutorial available, 0=not
/*1000*/ int8 beard[16]; // Characters Beard Type
/*1010*/ int8 unknown902[16]; // 10x ff
/*1020*/ int32 primary[16]; // Characters primary IDFile number
/*1060*/ int8 haircolor[16]; // Characters Hair Color
/*1070*/ int8 unknown0962[2]; // 2x 00
/*1072*/ int32 zone[16]; // Characters Current Zone
/*1112*/ int8 class_[16]; // Characters Classes
/*1022*/ int8 face[16]; // Characters Face Type
/*1032*/ char name[16][64]; // Characters Names
/*1672*/ int8 gender[16]; // Characters Gender
/*1682*/ int8 eyecolor1[16]; // Characters Eye Color
/*1692*/ int8 eyecolor2[16]; // Characters Eye 2 Color
/*1702*/ int8 level[16]; // Characters Levels
/*1712*/
};


worlddb.cpp
void WorldDatabase::GetCharSelectInfo(int32 account_id, CharacterSelect_Struct* cs) {
char errbuf[MYSQL_ERRMSG_SIZE];
char* query = 0;
MYSQL_RES *result;
MYSQL_ROW row;
Inventory *inv;

for (int i=0; i<16; i++) {
strcpy(cs->name[i], "<none>");
cs->zone[i] = 0;
cs->level[i] = 0;
cs->tutorial[i] = 0;
cs->gohome[i] = 0;
}

int char_num = 0;
unsigned long* lengths;

// Populate character info
if (RunQuery(query, MakeAnyLenString(&query, "SELECT name,profile,zonename,class,level FROM character_ WHERE account_id=%i order by name limit 16", account_id), errbuf, &result)) {
safe_delete_array(query);
while ((row = mysql_fetch_row(result))) {
lengths = mysql_fetch_lengths(result);
////////////
//////////// This is the current one, the other are for converting
////////////
if ((lengths[1] == sizeof(PlayerProfile_Struct))) {
strcpy(cs->name[char_num], row[0]);
PlayerProfile_Struct* pp = (PlayerProfile_Struct*)row[1];
uint8 clas = atoi(row[3]);
uint8 lvl = atoi(row[4]);

// Character information
if(lvl == 0)
cs->level[char_num] = pp->level; //no level in DB, trust PP
else
cs->level[char_num] = lvl;
if(clas == 0)
cs->class_[char_num] = pp->class_; //no class in DB, trust PP
else
cs->class_[char_num] = clas;
cs->race[char_num] = pp->race;
cs->gender[char_num] = pp->gender;
cs->deity[char_num] = pp->deity;
cs->zone[char_num] = GetZoneID(row[2]);
cs->face[char_num] = pp->face;
cs->haircolor[char_num] = pp->haircolor;
cs->beardcolor[char_num] = pp->beardcolor;
cs->eyecolor2[char_num] = pp->eyecolor2;
cs->eyecolor1[char_num] = pp->eyecolor1;
cs->hairstyle[char_num] = pp->hairstyle;
cs->beard[char_num] = pp->beard;
cs->drakkin_heritage[char_num] = pp->drakkin_heritage;
cs->drakkin_tattoo[char_num] = pp->drakkin_tattoo;
cs->drakkin_details[char_num] = pp->drakkin_details;

if(RuleB(World, EnableTutorialButton) && (lvl <= RuleI(World, MaxLevelForTutorial)))
cs->tutorial[char_num] = 1;

if(RuleB(World, EnableReturnHomeButton)) {
int now = time(NULL);
if((now - pp->lastlogin) >= RuleI(World, MinOfflineTimeToReturnHome))
cs->gohome[char_num] = 1;
}


// This part creates home city entries for characters created before the home bind point was tracked.
// Do it here because the player profile is already loaded and it's as good a spot as any. This whole block should
// probably be removed at some point, when most accounts are safely converted.
if(pp->binds[4].zoneId == 0) {
bool altered = false;
MYSQL_RES *result2;
MYSQL_ROW row2;
char startzone[50] = {0};

// check for start zone variable (I didn't even know any variables were still being used...)
if(database.GetVariable("startzone", startzone, 50)) {
uint32 zoneid = database.GetZoneID(startzone);
if(zoneid) {
pp->binds[4].zoneId = zoneid;
GetSafePoints(zoneid, 0, &pp->binds[4].x, &pp->binds[4].y, &pp->binds[4].z);
altered = true;
}
}
else {
RunQuery(query,
MakeAnyLenString(&query,
"SELECT zone_id,bind_id,x,y,z FROM start_zones "
"WHERE player_class=%i AND player_deity=%i AND player_race=%i",
pp->class_,
pp->deity,
pp->race
),
errbuf,
&result2
);
safe_delete_array(query);

// if there is only one possible start city, set it
if(mysql_num_rows(result2) == 1) {
row2 = mysql_fetch_row(result2);
if(atoi(row2[1]) != 0) { // if a bind_id is specified, make them start there
pp->binds[4].zoneId = (uint32)atoi(row2[1]);
GetSafePoints(pp->binds[4].zoneId, 0, &pp->binds[4].x, &pp->binds[4].y, &pp->binds[4].z);
}
else { // otherwise, use the zone and coordinates given
pp->binds[4].zoneId = (uint32)atoi(row2[0]);
float x = atof(row2[2]);
float y = atof(row2[3]);
float z = atof(row2[4]);
if(x == 0 & y == 0 & z == 0)
GetSafePoints(pp->binds[4].zoneId, 0, &x, &y, &z);

pp->binds[4].x = x;
pp->binds[4].y = y;
pp->binds[4].z = z;
}
altered = true;
}

mysql_free_result(result2);
}

// update the player profile
if(altered) {
uint32 char_id = GetCharacterID(cs->name[char_num]);
RunQuery(query,MakeAnyLenString(&query,"SELECT extprofile FROM character_ WHERE id=%i",char_id), errbuf, &result2);
safe_delete_array(query);
if(result2) {
row2 = mysql_fetch_row(result2);
ExtendedProfile_Struct* ext = (ExtendedProfile_Struct*)row2[0];
SetPlayerProfile(account_id,char_id,pp,inv,ext);
}
mysql_free_result(result2);
}
} // end of "set start zone" block


// Character's equipped items
// @merth: Haven't done bracer01/bracer02 yet.
// Also: this needs a second look after items are a little more solid
// NOTE: items don't have a color, players MAY have a tint, if the
// use_tint part is set. otherwise use the regular color
inv = new Inventory;
if(GetInventory(account_id, cs->name[char_num], inv))
{
for (uint8 material = 0; material <= 8; material++)
{
uint32 color;
ItemInst *item = inv->GetItem(Inventory::CalcSlotFromMaterial(material)) ;
if(item == 0)
continue;

cs->equip[char_num][material] = item->GetItem()->Material;

if(pp->item_tint[material].rgb.use_tint) // they have a tint (LoY dye)
color = pp->item_tint[material].color;
else // no tint, use regular item color
color = item->GetItem()->Color;

cs->cs_colors[char_num][material].color = color;

// the weapons are kept elsewhere
if ((material==MATERIAL_PRIMARY) || (material==MATERIAL_SECONDARY))
{
if(strlen(item->GetItem()->IDFile) > 2) {
int32 idfile=atoi(&item->GetItem()->IDFile[2]);
if (material==MATERIAL_PRIMARY)
cs->primary[char_num]=idfile;
else
cs->secondary[char_num]=idfile;
}
}
}
}
else
{
printf("Error loading inventory for %s\n", cs->name[char_num]);
}
safe_delete(inv);
if (++char_num > 16)
break;
}
else
{
cout << "Got a bogus character (" << row[0] << ") Ignoring!!!" << endl;
cout << "PP length ="<<lengths[1]<<" but PP should be "<<sizeof(PlayerProfile_Struct)<<endl;
//DeleteCharacter(row[0]);
}
}
mysql_free_result(result);
}
else
{
cerr << "Error in GetCharSelectInfo query '" << query << "' " << errbuf << endl;
safe_delete_array(query);
return;
}

return;
}


client.cpp
in HandlePacket()
case OP_EnterWorld: // Enter world
{
if (GetAccountID() == 0) {
clog(WORLD__CLIENT_ERR,"Enter world with no logged in account");
eqs->Close();
break;
}
if(GetAdmin() < 0)
{
clog(WORLD__CLIENT,"Account banned or suspended.");
eqs->Close();
break;
}

if (RuleI(World, MaxClientsPerIP) >= 0) {
client_list.GetCLEIP(this->GetIP()); //Lieka Edit Begin: Check current CLE Entry IPs against incoming connection
}

EnterWorld_Struct *ew=(EnterWorld_Struct *)app->pBuffer;
strn0cpy(char_name, ew->name, 64);

EQApplicationPacket *outapp;
int32 tmpaccid = 0;
charid = database.GetCharacterInfo(char_name, &tmpaccid, &zoneID, &instanceID);
if (charid == 0 || tmpaccid != GetAccountID()) {
clog(WORLD__CLIENT_ERR,"Could not get CharInfo for '%s'",char_name);
eqs->Close();
break;
}

// Make sure this account owns this character
if (tmpaccid != GetAccountID()) {
clog(WORLD__CLIENT_ERR,"This account does not own the character named '%s'",char_name);
eqs->Close();
break;
}

if(!pZoning && ew->return_home)
{
CharacterSelect_Struct* cs = new CharacterSelect_Struct;
memset(cs, 0, sizeof(CharacterSelect_Struct));
database.GetCharSelectInfo(GetAccountID(), cs);
bool home_enabled = false;

for(int x = 0; x < 16; ++x)
{
if(strcasecmp(cs->name[x], char_name) == 0)
{
if(cs->gohome[x] == 1)
{
home_enabled = true;
break;
}
}
}
safe_delete(cs);

if(home_enabled)
{
zoneID = database.MoveCharacterToBind(charid,4);
}
else
{
clog(WORLD__CLIENT_ERR,"'%s' is trying to go home before they're able...",char_name);
database.SetHackerFlag(GetAccountName(), char_name, "MQGoHome: player tried to go home before they were able.");
eqs->Close();
break;
}
}

if(!pZoning && (RuleB(World, EnableTutorialButton) && (ew->tutorial || StartInTutorial))) {
CharacterSelect_Struct* cs = new CharacterSelect_Struct;
memset(cs, 0, sizeof(CharacterSelect_Struct));
database.GetCharSelectInfo(GetAccountID(), cs);
bool tutorial_enabled = false;

for(int x = 0; x < 16; ++x)
{
if(strcasecmp(cs->name[x], char_name) == 0)
{
if(cs->tutorial[x] == 1)
{
tutorial_enabled = true;
break;
}
}
}
safe_delete(cs);

if(tutorial_enabled)
{
zoneID = RuleI(World, TutorialZoneID);
database.MoveCharacterToZone(charid, database.GetZoneName(zoneID));
}
else
{
clog(WORLD__CLIENT_ERR,"'%s' is trying to go to tutorial but are not allowed...",char_name);
database.SetHackerFlag(GetAccountName(), char_name, "MQTutorial: player tried to enter the tutorial without having tutorial enabled for this character.");
eqs->Close();
break;
}
}

if (zoneID == 0 || !database.GetZoneName(zoneID)) {
// This is to save people in an invalid zone, once it's removed from the DB
database.MoveCharacterToZone(charid, "arena");
clog(WORLD__CLIENT_ERR, "Zone not found in database zone_id=%i, moveing char to arena character:%s", zoneID, char_name);
}

if(instanceID > 0)
{
if(!database.VerifyInstanceAlive(instanceID, GetCharID()))
{
zoneID = database.MoveCharacterToBind(charid);
instanceID = 0;
}
else
{
if(!database.VerifyZoneInstance(zoneID, instanceID))
{
zoneID = database.MoveCharacterToBind(charid);
instanceID = 0;
}
}
}

if(!pZoning) {
database.SetGroupID(char_name, 0, charid);
database.SetLFP(charid, false);
database.SetLFG(charid, false);
}
else{
int32 groupid=database.GetGroupID(char_name);
if(groupid>0){
char* leader=0;
char leaderbuf[64]={0};
if((leader=database.GetGroupLeaderForLogin(char_na me,leaderbuf)) && strlen(leader)>1){
EQApplicationPacket* outapp3 = new EQApplicationPacket(OP_GroupUpdate,sizeof(GroupJoi n_Struct));
GroupJoin_Struct* gj=(GroupJoin_Struct*)outapp3->pBuffer;
gj->action=8;
strcpy(gj->yourname,char_name);
strcpy(gj->membername,leader);
QueuePacket(outapp3);
safe_delete(outapp3);
}
}
}

outapp = new EQApplicationPacket(OP_MOTD);
char tmp[500] = {0};
if (database.GetVariable("MOTD", tmp, 500)) {
outapp->size = strlen(tmp)+1;
outapp->pBuffer = new uchar[outapp->size];
memset(outapp->pBuffer,0,outapp->size);
strcpy((char*)outapp->pBuffer, tmp);

} else {
// Null Message of the Day. :)
outapp->size = 1;
outapp->pBuffer = new uchar[outapp->size];
outapp->pBuffer[0] = 0;
}
QueuePacket(outapp);
safe_delete(outapp);

int MailKey = MakeRandomInt(1, INT_MAX);

database.SetMailKey(charid, GetIP(), MailKey);

char ConnectionType;

if(ClientVersionBit & BIT_UnderfootAndLater)
ConnectionType = 'U';
else if(ClientVersionBit & BIT_SoFAndLater)
ConnectionType = 'S';
else
ConnectionType = 'C';

EQApplicationPacket *outapp2 = new EQApplicationPacket(OP_SetChatServer);
char buffer[112];
sprintf(buffer,"%s,%i,%s.%s,%c%08X",
Config->ChatHost.c_str(),
Config->ChatPort,
Config->ShortName.c_str(),
this->GetCharName(), ConnectionType, MailKey
);
outapp2->size=strlen(buffer)+1;
outapp2->pBuffer = new uchar[outapp2->size];
memcpy(outapp2->pBuffer,buffer,outapp2->size);
QueuePacket(outapp2);
safe_delete(outapp2);

outapp2 = new EQApplicationPacket(OP_SetChatServer2);

if(ClientVersionBit & BIT_TitaniumAndEarlier)
ConnectionType = 'M';

sprintf(buffer,"%s,%i,%s.%s,%c%08X",
Config->MailHost.c_str(),
Config->MailPort,
Config->ShortName.c_str(),
this->GetCharName(), ConnectionType, MailKey
);
outapp2->size=strlen(buffer)+1;
outapp2->pBuffer = new uchar[outapp2->size];
memcpy(outapp2->pBuffer,buffer,outapp2->size);
QueuePacket(outapp2);
safe_delete(outapp2);

EnterWorld();
break;
}



and finally in SoD.cpp (or any other patch file, depending on your client)
ENCODE(OP_SendCharInfo) {
ENCODE_LENGTH_EXACT(CharacterSelect_Struct);
SETUP_VAR_ENCODE(CharacterSelect_Struct);


//EQApplicationPacket *packet = *p;
//const CharacterSelect_Struct *emu = (CharacterSelect_Struct *) packet->pBuffer;

int char_count;
int namelen = 0;
for(char_count = 0; char_count < 16; char_count++) {
if(emu->name[char_count][0] == '\0')
break;
if(strcmp(emu->name[char_count], "<none>") == 0)
break;
namelen += strlen(emu->name[char_count]);
}

int total_length = sizeof(structs::CharacterSelect_Struct)
+ char_count * sizeof(structs::CharacterSelectEntry_Struct)
+ namelen;

ALLOC_VAR_ENCODE(structs::CharacterSelect_Struct, total_length);

//unsigned char *eq_buffer = new unsigned char[total_length];
//structs::CharacterSelect_Struct *eq_head = (structs::CharacterSelect_Struct *) eq_buffer;

eq->char_count = char_count;
eq->total_chars = 16;

unsigned char *bufptr = (unsigned char *) eq->entries;
int r;
for(r = 0; r < char_count; r++) {
{ //pre-name section...
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
eq2->level = emu->level[r];
eq2->hairstyle = emu->hairstyle[r];
eq2->gender = emu->gender[r];
memcpy(eq2->name, emu->name[r], strlen(emu->name[r])+1);
}
//adjust for name.
bufptr += strlen(emu->name[r]);
{ //post-name section...
structs::CharacterSelectEntry_Struct *eq2 = (structs::CharacterSelectEntry_Struct *) bufptr;
eq2->beard = emu->beard[r];
eq2->haircolor = emu->haircolor[r];
eq2->face = emu->face[r];
int k;
for(k = 0; k < MAX_MATERIALS; k++) {
eq2->equip[k].equip0 = emu->equip[r][k];
eq2->equip[k].equip1 = 0;
eq2->equip[k].itemid = 0;
eq2->equip[k].color.color = emu->cs_colors[r][k].color;
}
eq2->primary = emu->primary[r];
eq2->secondary = emu->secondary[r];
eq2->tutorial = emu->tutorial[r]; // was u15
eq2->u15 = 0xff;
eq2->deity = emu->deity[r];
eq2->zone = emu->zone[r];
eq2->u19 = 0xFF;
eq2->race = emu->race[r];
eq2->gohome = emu->gohome[r];
eq2->class_ = emu->class_[r];
eq2->eyecolor1 = emu->eyecolor1[r];
eq2->beardcolor = emu->beardcolor[r];
eq2->eyecolor2 = emu->eyecolor2[r];
eq2->drakkin_heritage = emu->drakkin_heritage[r];
eq2->drakkin_tattoo = emu->drakkin_tattoo[r];
eq2->drakkin_details = emu->drakkin_details[r];
}
bufptr += sizeof(structs::CharacterSelectEntry_Struct);
}

FINISH_ENCODE();

}


I hope I havent forgotten something ;)

provocating
04-28-2011, 02:09 PM
Oh cool. I asked this in one of the forums recently, did not get an answer and had not had time to pursue it myself. Awesomeness.

provocating
04-28-2011, 03:09 PM
Just an FYI, on my UF client it now says 10/24 now. I really do not give a rat's ass what is says, as long as I can get more players on an account.

provocating
04-28-2011, 03:31 PM
I just tried to add more characters to my account and they do not actually show. I went back through and verified my changes, recompiled and it is not working for me using Underfoot.

I copied world, zone and libEMuSharedMem.so am I missing something ?

provocating
04-28-2011, 04:04 PM
You missed this in /world/worlddb.cpp

if (RunQuery(query, MakeAnyLenString(&query, "SELECT name,profile,zonename,class,level FROM character_ WHERE account_id=%i order by name limit 16", account_id), errbuf, &result)) {

Zothen
04-28-2011, 04:13 PM
Its in my post actually, you just need to scroll right ;) Glad, it worked for you!

provocating
04-28-2011, 04:17 PM
I had looked at it three times and missed it. Damn.

Zothen
04-29-2011, 02:21 AM
Its a big bunch of code, so no surprise. ;)

indigo_hermit
05-27-2020, 05:31 AM
Dunno if anyone is interested in this anymore, but all I did was change 1 number in common, rof2_limits.h, then build as usual.

namespace constants {
inline EQ::versions::ClientVersion GetConstantsRef() { return EQ::versions::ClientVersion::RoF2; }

const EQ::expansions::Expansion EXPANSION = EQ::expansions::Expansion::RoF;
const uint32 EXPANSION_BIT = EQ::expansions::bitRoF;
const uint32 EXPANSIONS_MASK = EQ::expansions::maskRoF;

const size_t CHARACTER_CREATION_LIMIT = 25;

Im sure its been posted elsewhere, but I usually get this post in my search so thought I would add to it.

Uleat
05-27-2020, 05:39 PM
In addition...

This is where the server limiting reference is: https://github.com/EQEmu/Server/blob/88b405edee2f1091dd3d1d90a58e3e6009ae68e7/common/emu_constants.h#L202

The server will limit based on whatever reference is used there.

If you are using other clients, those 'patch' files will need to be updated to reflect the increase, as well.

This applies to SoF, SoD UF, RoF and RoF2 clients.

The Titanium client cannot be changed due to the way the client is coded and must always remain 8.

indigo_hermit
05-27-2020, 09:02 PM
Awesome, good to know that too. Im just running my server for friends to mess around on, so I wont ever have to worry about that. But its good to have that knowledge regardless. I appreciate you throwing that link in there!