[R63B] PuriLite Emulator: by PuriSoft DEV (Latest R63B features, Fluent SSO, C#, Constantly updated)

Status
Not open for further replies.

Puridee

Member
Jan 20, 2011
63
9
I've completed the in-game features. Now I must complete the database,also using nHibernate to make PuriLite Emulator compatible with multiple database(s).

Also I am working on Quests (which hasn't been completely developed).

More updates coming later on today (04-08-13).
 

Puridee

Member
Jan 20, 2011
63
9
screenshots/code or this is bullshit.

If you haven't notice I said that I have decided to make PuriLite Emulator based on Azure Emulator (in-game features only).It is basically a re-development of Azure, but otherwise better. Below are the differences between Azure and PuriLite.

PuriLite -
Holds up to 2,300 users (fluent SSO, and pathfinder).
Is compatible with multiple database.
Debugging system.
Much more features posted on the main post/

Azure -
Holds up to 35 users
Has a SSO for its database ONLY
Very buggy and random lagging

So, as i said above. PuriLite Emulator will include ALL in-game features Azure had (Snowstorm, Friendstream,Horses,and other r63B features). Take a look at the features Azure had, which PuriLite has now and will have later in the development.Below ...



























Thank you, and your welcome.
 

Puridee

Member
Jan 20, 2011
63
9
Part codes of the plugin ...

Code:
Link PuriAPI
Link PuriNet
Link PuriAPI
 
On Event LOAD {
Plugin = New[PuriAPI.Plugins]
Plugin.Name = "PuriLite"
}
On Event SOCKETRECIEVE[MUS, "beta"] {
Echo = New String
y = New Integer
FOREACH (i in Puri.ConnectedUsers) {
if (y < PuriEnv.ConnectedUsers.NumberOf) {
Echo.Add[i.Username]
Echo.Add["\n"]
}
else {
UserMUS = New GetUser(this.MUS.UserExec)
UserMUS.NewDialog(Echo)
}
}

... For the people who cry for codes
 

Leader

github.com/habbo-hotel
Aug 24, 2012
1,031
307
Part codes of the plugin ...

Link PuriAPI
Link PuriNet
Link PuriAPI

On Event LOAD {
Plugin = New[PuriAPI.Plugins]
Plugin.Name = "PuriLite"
}
On Event SOCKETRECIEVE[MUS, "beta"] {
Echo = New String
y = New Integer
FOREACH (i in Puri.ConnectedUsers) {
if (y < PuriEnv.ConnectedUsers.NumberOf) {
Echo.Add[i.Username]
Echo.Add["\n"]
}
else {
UserMUS = New GetUser(this.MUS.UserExec)
UserMUS.NewDialog(Echo)
}
}

... For the people who cry for codes
omg looks shit. Show more codes
 

Puridee

Member
Jan 20, 2011
63
9
There is no need for fucking fully coded sources, the project WILL be open source. So then you may take a look at the coded as you please. Thank you,
 

Leader

github.com/habbo-hotel
Aug 24, 2012
1,031
307
There is no need for fucking fully coded sources, the project WILL be open source. So then you may take a look at the coded as you please. Thank you,
I want code so I dont have to find your code!
 

Weasel

👄 I'd intercept me
Nov 25, 2011
4,135
2,461
There is no rule which states that he needs to show his source. If the development is open-source, it will come in time.

However, there is a rule which states that you can't just rename a emulator, and only when it is a heavy edit it is allowed. I would like to see a bit of the source-code which is a example of a heavy-edit, or even something you coded from scratch yourself and added it into the Emulator. You can either post it here or send it over PM. If I don't get this, the thread will be closed on base of this rule.
 

Puridee

Member
Jan 20, 2011
63
9
Code:
 namespace PuriLite.Core
{
using PuriLite;
using PuriLite.Net;
using ConnectionManager;
using System;
using System.Collections;
 
public class ConnectionHandeling
{
private Hashtable liveConnections = new Hashtable();
private SocketManager manager = new SocketManager();
 
public ConnectionHandeling(int port, int maxConnections, int connectionsPerIP, bool enabeNagles)
{
this.manager.init(port, maxConnections, connectionsPerIP, new InitialPacketParser(), !enabeNagles);
}
 
internal void CloseConnection(int p)
{
try
{
object obj2 = this.liveConnections[p];
if (obj2 != null)
{
((ConnectionInformation) obj2).Dispose();
PuriLiteEnvironment.GetGame().GetClientManager().DisposeConnection((uint) p);
}
}
catch (Exception exception)
{
Logging.LogException(exception.ToString());
}
}
 
private void connectionChanged(ConnectionInformation information, ConnectionState state)
{
if (state == ConnectionState.closed)
{
this.CloseConnection(information.getConnectionID());
this.liveConnections.Remove(information.getConnectionID());
}
}
 
internal void Destroy()
{
this.manager.destroy();
}
 
internal void init()
{
this.manager.connectionEvent += new SocketManager.ConnectionEvent(this.manager_connectionEvent);
}
 
private void manager_connectionEvent(ConnectionInformation connection)
{
this.liveConnections.Add(connection.getConnectionID(), connection);
connection.connectionChanged += new ConnectionInformation.ConnectionChange(this.connectionChanged);
PuriLiteEnvironment.GetGame().GetClientManager().CreateAndStartClient((uint) connection.getConnectionID(), connection);
}
 
internal void Start()
{
this.manager.initializeConnectionRequests();
}
}
}
 

Puridee

Member
Jan 20, 2011
63
9
I've finally completed the original database for PuriLite Emulator, "PuriDB". The emulator will still be compatiable with multiple databases but it is manually coded from scratch (with a little help from SQL coding master Am3n).

The plugin system (including other backend files) are completed.

BETA testing is soon to come!!!
 

Puridee

Member
Jan 20, 2011
63
9
Can I beta test ,3

All beta testers will be required to send an application to give us a seek in what values they offer (for example, if a beta tester finds a bug, which is less-likely to happen, they will know how fix the problem). Which means beta testers must have habbo development, or coding experience.
 
Status
Not open for further replies.

Users who are viewing this thread

Top