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  #1  
Old 09-10-2008, 12:31 AM
MNWatchdog
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If I had any skill in C, I certainly would write some code submissions, alas, I dont. I can read most of it though.

As for fixing the character lockout issue caused by the IP limiter, I sent a email to Jibbawalker just this morning on how to fix that too, which Ill share here.

On the line where if checks if theres currently a character logged in at IPs from the logging in IP and then increments IPInstances, add a check to NOT increment that counter if the logging in character is currently in the world. When the new character logs in, the server should kick the already logged in character of the same name.

This should fix that issue.

PS I would have copied the code line I was talking about, but for some reason I cant select and copy text inside /code section on my Nokia 770 and Im just to lazy to scroll back and forth to copy it by hand on my 5 inch screen.
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  #2  
Old 09-10-2008, 12:56 AM
MNWatchdog
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Was just thinking that if you called the routine that boots a character whos is already in world and is now logging in before the IP limiter routine, it would solve that issue too.
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  #3  
Old 09-10-2008, 05:09 AM
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trevius
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Ya, Jibba sent me your idea for the code fix for it. But, that wouldn't really work. The problem with it is that in the emu you can play more than 1 character per account at a time. So, if it was making you exempt from IP limiting if you have a character already logged in on that account, you could just get around it by playing multiple characters on the same account.

Though, your idea is close to a solution. The best way would be for it to check if the account is already logged in and then kick any character on that account so it can log in again. I already mentioned that idea in this thread:

Quote:
But, another solution would be to limit it so that only 1 character can be logged in per account like they do on EQLive. Then, if the same account is logged in again, it will boot any characters currently logged in or even at at character select on that same account.
That is something I already suggested as a feature request in an earlier post as well here as well:
http://www.eqemulator.net/forums/showthread.php?t=25832

Ideally, it would be best if the account check and player kick was done before the IP Limiting check happened. I don't think it would work otherwise.
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  #4  
Old 09-11-2008, 01:53 AM
MNWatchdog
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I think you misundersteed what I was saying. What I am saying will work.

Im saying dont increment the IP counter if the character that is logging in is considered already logged in, thus allowing characters who are ghosted to be logged back in and not locked out by the IP limiter. This will not allow any bypassing of the IP limiter because people are logging in multiple characters from the same account.

Because of the bugs related to zoning multiple toons on that same account, you might as well make it so only one character per account can be logged in though.

Quote:
Originally Posted by trevius View Post
Ideally, it would be best if the account check and player kick was done before the IP Limiting check happened. I don't think it would work otherwise.
Yup. But either way should work.
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  #5  
Old 09-24-2008, 02:03 PM
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cavedude
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Unstuck this one because it caused a world crash. Is there newer code available that works?
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  #6  
Old 09-24-2008, 08:06 PM
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trevius
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It was stickied for the fix to go in, not really for the custom code part to go in. I went ahead and made a new post for the fix here:

http://www.eqemulator.net/forums/sho...812#post156812

And the custom code actually seems to work perfectly so far for me. At least the version in the top post here which has been edited from it's original version. It was rewritten by Derision and works perfectly as intended on my server so far. The original code did cause crashes, but the current one up there doesn't.
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  #7  
Old 09-29-2008, 09:33 AM
Nagus69
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Stupid question maybe - but does that mean that once this goes "live" i can no longer 2 or 3 box on EqEmu Servers?
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