Thread: DotNetwork C# RuneScape Server

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  1. #21  
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    bump!
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  2. #22  
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    Great job on this mate.
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  3. #23  
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    Quote Originally Posted by Thrallix View Post
    Great job on this mate.
    thanks i appreciate that! i updated the thread with the client so anybody can easily connect to this. sorry for any inconvenience!
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  4. #24  
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    Quote Originally Posted by _jordan View Post
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    After almost a half a year since my start in DotNetwork, I've finished my part in the RSPS development thing. I believe I have done all I could with my time and effort helping this section continue progressing in the revisions. If I ever come back to developing RSPS, it's for something big and crazy. I've always enjoyed this section more and want to give my last contribution here, and so in the future when someone is scouting the downloads section, maybe they will come across this. I put this in this section for that very reason. Don't complain that this is not the right section. I believe this copy is the latest version even though it's on my GitHub. I lost a lot of work since my SSD stopped working. I wanted to do something new and create something not many others have also done. I wrote a simple but working RSPS using the C# language. Anyone with any decent experience with RSPS/C# can easily build off this into something cool. Anyway sorry for my rambling... (p.s. if you're gonna complain bc you have seen my project thread all those months ago, click off the thread.)

    Before starting, please give a look at my motivation...
    Jolt Environment v2

    View the ReadMe
    The aim for DotNetwork is to provide an open source game network built in C#. The backbone of the network is developed using "the asynchronous event-driven network application framework" from Netty. DotNetwork hopes to provide a easy-to-use and rapid code environment for anyone (even those inexperienced) to be able to build on top of this. This network is built for the java version of the RuneTek game engine.



    Top notables for DotNetwork
    Impulser for his OpenRS project
    DotNetty
    Microsoft .NET Framework 4.6.1

    Code:
    public static readonly string CACHE_PATH = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments) + "/Visual Studio 2015/Projects/DotNetwork/Cache/";
    Download
    DotNetwork Final
    OSRS #83 Client

    p.s. ill see yall in spam
    damn, thats awesome work. Duuuud im excited
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  5. #25  
    Registered Member Kairon's Avatar
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    Ayy that's awesome!
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  6. #26  
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    "I've always enjoyed this section more and want to give my last contribution here, and so in the future when someone is scouting the downloads section, maybe they will come across this. I put this in this section for that very reason."

    cool release man sorry for grave dig :3
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  7. #27  
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    Overall I think this is pretty lazy work and you did not spend the time to understand C# as a programming language, this release has not only loads of problems but big design mistakes everywhere (in matter of fact every class pretty much).

    Code:
       /// <summary>
            /// Gets a handshake type.
            /// </summary>
            /// <param name="id"></param>
            /// <returns></returns>
            public static HandshakeType GetHandshakeType(int id)
            {
                return ((HandshakeType[])Enum.GetValues(typeof(HandshakeType))).FirstOrDefault(a => (int)a == id);
            }
        }
    You are running a LINQ extension function to acquire an enum value by integer first by casting the enum to an array however the iteration with LINQ is absolutely unneccessary, you could simplify it like this with casting and without iteration! (honestly this static getter should not even exist):
    Code:
         public static HandshakeType GetHandshakeType(int id) => (HandshakeType) id;
    Constants should be named with PascalCamelCase (I see you are using java-like naming), this same has happen with enums they should be named with pascal camel casing. Also using DotNetty is not that great in C# unlike in Java.

    There are in HandshakeDecoder
    Code:
    if (message.GetType() == typeof(GamePacketRequest))
    While you can just simplify it:
    Code:
     
     if (message is GamePacketRequest request)
    Also I see you are using the sealed class modifier incorrectly at lots of classes (have you read https://docs.microsoft.com/en-us/dot...eywords/sealed )

    There are loads and I mean LOADS of problems and design issues:
    Code:
     
          /// <summary>
            /// The appearance manager.
            /// </summary>
            private readonly AppearanceManager appearanceManager;
    
        /// <summary>
            /// Gets the appearance manager.
            /// </summary>
            /// <returns></returns>
            public AppearanceManager GetAppearanceManager()
            {
                return appearanceManager;
            }
    This is not a thing in C#. What you CAN do here is using a property:
    Code:
     
    public AppearanceManager Appearence { get; private set; } //assuming this is not set from ctor
    In this you could finally use System.LINQ correctly:
    Code:
     foreach (var b in player.GetActorRenderer().GetUpdateBlocks())
                {
                    if (b != null)
                        mask |= b.GetMask();
                }
    As LINQ
    Code:
    int mask = player.GetActorRenderer().GetUpdateBlocks().Where(b => b != null).Aggregate(0x0, (current, b) => current | b.GetMask());
    Don't take my comment negative but constructive.
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  8. #28  
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    Unfortunately it appears that the Github link is dead. Can you push this repository again, with a proper opensource license? It would be nice to use as a reference for some C# Runescape work.
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