[WoW Emulator] eWoW - a modularized C# emulator menu

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  1. #61
    Apoc's Avatar Angry Penguin
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    Originally Posted by Nivelo View Post
    QFT, WCell is actually already using this concept and there's first IRC addon which was basically made without any extra requirements for core editing.
    Grats for WCell. (Not being sarcastic either)

    The important thing here though, is that you'll be able to hook *any* packet *anywhere* without worrying about stepping on the toes of other modules. Plus, you don't need to keep a list of stuff to load, etc, as the generic late binding does that for us. (Reflection ftw!)

    The main pieces of the module system; is IPacketHook and PacketHandler (both in the network module). Makes stuff really awesome to work with. (Check out HookCollection if you wanna see the generic [well... in this case, not so generic] reflection loading.) I may add my ClassCollection which actually IS fully generic at some point.

    [WoW Emulator] eWoW - a modularized C# emulator
  2. #62
    TheZaronz's Avatar Active Member
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    I find this emulator pretty amazing, as if it will stand the pressure and the whining in the beginning this can have a bright future. As I am practicing my C# skills I hopefully can submit patches to it in the soon future as my attempt as an contribution towards it, and I hope I also can use this for an educational purpose for my C# as well. I just want to say that I wish you guys good luck and hope the best for this emulator.

  3. #63
    mgX's Avatar Member
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    Originally Posted by Apoc View Post
    Grats for WCell. (Not being sarcastic either)

    The important thing here though, is that you'll be able to hook *any* packet *anywhere* without worrying about stepping on the toes of other modules. Plus, you don't need to keep a list of stuff to load, etc, as the generic late binding does that for us. (Reflection ftw!)

    The main pieces of the module system; is IPacketHook and PacketHandler (both in the network module). Makes stuff really awesome to work with. (Check out HookCollection if you wanna see the generic [well... in this case, not so generic] reflection loading.) I may add my ClassCollection which actually IS fully generic at some point.
    you do know that reflection is slow as **** right? hence why it really blows to use lua with c#...dunno if they still do, but they use to use reflection, making stuff take ages....

  4. #64
    Apoc's Avatar Angry Penguin
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    Originally Posted by mgX View Post
    you do know that reflection is slow as **** right? hence why it really blows to use lua with c#...dunno if they still do, but they use to use reflection, making stuff take ages....
    Of course I know how slow it is. Hence why I make sure as little reflection as possible in actual runtime code. The bulk of the reflection comes from loading the class instances at the server start. Sure, it may add a few milliseconds or so to the startup time, but it's worth waiting instead of having to maintain some stupidly huge list of class instances to use. Once the classes are loaded, it's no longer in the realm of reflection.

    Also, people seem to have a slightly 'bad' view of how slow reflection actually is. Sure, it's slower than normal code running, but not that slow. It's not a noticeable difference unless you're doing shitloads of reflection all the time. In which case, you should probably rewrite your code anyway.

    Edit; did a quick test. Loading 500+ modules via reflection, only increases the startup time by 1.2s. Which is more than acceptable, especially for a 'once only' thing.

    Edit again; didn't even notice your note on LUA. AFAIK, they don't use reflection (not according to the LuaInterface lib [the only one I could find that would allow LUA in .NET]). They use a crapton of PInvokes, but that's about it. But yea, I agree, it's slow as hell. If worst comes to worst, I'll sit down, and write a scripting engine. Seriously hope it doesn't come to that though.

  5. #65
    Dr. Livingstone's Avatar Member
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    Good luck. Hope to see some lua support, but really I'd be happy with anything. If you need a db guy give me a shout

  6. #66
    Vindicated's Avatar Contributor
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    ^^ Lua sucks. Sorry, but someone had to say it LOL

    Also, database spots are not needed. CONVERSIONS FTW.


  7. #67
    runiker's Avatar Contributor
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    Actually there is a need for a db person because they need to make the sql format.

  8. #68
    Dr. Livingstone's Avatar Member
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    Vindicated. The only reason I'd like to see lua is that its the only thing outside of SQl which I'm good at >.< Guess I'll have to learn a .net or just pick up C#

  9. #69
    Vindicated's Avatar Contributor
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    The database person needs to be familiar with relational databases, how they work and the most efficient ways of using them. You also need to be familiar with more than just simple select, update, and insert statements. You need to know about data types in good detail and also must be familiar with complex join statements and table/column restrictions. Problem is most people who want to be "OMG TEH DB GUY LOLOLOL I UPDATE HP BAI 1 HP AND WAYPOINT BY 1 POINT." And that won't work lol.

    Edit - Lua is a great scripting language but I'm sick of it being simplified too much and suck of people scripting/implementing it terribly. GameMonkey.NET looks nice though *HINT HINT AS TO BIAS*


  10. #70
    Dr. Livingstone's Avatar Member
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    Well if we could get GameMonkey.NET to support 64 bit then it would be great. And I'm not just some "OMG TEH DB GUY LOLOL I UPDATE HP BAI 1 HP AND WAYPOINT BY 1 POINT." guy. If you guys want me to help out let me know.

  11. #71
    mager1794's Avatar Member
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    Question:

    Why don't you guys try to write your own scripting language, that way your not relying on everyone elses code and your not limited to what they did.........
    Lunar Gaming - Reaching For The Stars

  12. #72
    Clain's Avatar Banned
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    Well... then EVERYBODY has to learn it... and I sort of doubt Apoc is up to writing a scripting engine :P!

  13. #73
    Apoc's Avatar Angry Penguin
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    If I have enough free time, I guess I can look at writing a scripting language.

    Though, writing an interperater (sp?) and all that stuff is quite a pain in the ass.

  14. #74
    mager1794's Avatar Member
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    well i've also been looking at Lua and it doesn't seem that bad for .net

    and if you made a scripting language i know a little C# i could help as much possible, just get the layout and i'll make a bunch of functions for it(kinda like i did with BluaEngine only thats C++)
    Lunar Gaming - Reaching For The Stars

  15. #75
    Apoc's Avatar Angry Penguin
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    Originally Posted by mager1794 View Post
    well i've also been looking at Lua and it doesn't seem that bad for .net

    and if you made a scripting language i know a little C# i could help as much possible, just get the layout and i'll make a bunch of functions for it(kinda like i did with BluaEngine only thats C++)
    Lua from .NET (as discussed above) is slow. Too slow to use in a production environment. Especially on a server, where it needs to be running quite a few things at once.

    If I undertake a new language, I probably wouldn't be asking any help from new programmers. More likely to ask those who have actually created their own languages. (Lax @ LavishSoft comes to mind)

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