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| Server Support on Windows Get (and give) support on general questions related to the RunUO server itself. |
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#1 (permalink) |
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Newbie
Join Date: Nov 2005
Age: 21
Posts: 31
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ok im trying to get my friend to connect to my shard im not on public yet.
anyhow when he starts uo and logs in and see the server called runuo test cent he clicks on it says its connecting then he gets this really weird message wich i cant understand because im in the server so it makes no sence server aint down loll.help me plz im new at this tyvm plz give detailed info i aint a fast fast guy when it comes to lurning this stuff haha. This is the error or what it says : "The client could not attach to the game server. It must have been taken down, please wait a few minutes and try again." |
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#2 (permalink) | |
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Account Terminated
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#5 (permalink) |
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Newbie
Join Date: Nov 2005
Age: 21
Posts: 31
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there im not sure wich folder its supose to go in.If its even supose to go into a folder loll.im a total bone head when it comes to this. btw what should my server ip be on my uogateway settings and all?.
-------------------------------------------------------------------------- using System; using System.Net; using System.Net.Sockets; using Server; using Server.Network; namespace Server.Misc { public class ServerList { public const string Domain = ""; public const string ServerName = ""; public static void Initialize() { Listener.Port = 2593; EventSink.ServerList += new ServerListEventHandler( EventSink_ServerList ); } private static bool OnServerLocalNetwork( Socket s ) { // Check for Loopback also IPEndPoint LEndPoint = (IPEndPoint)s.LocalEndPoint; IPEndPoint REndPoint = (IPEndPoint)s.RemoteEndPoint; string LocalIP = LEndPoint.Address.ToString(); string RemoteIP = REndPoint.Address.ToString(); int Loclastdot = LocalIP.LastIndexOf('.'); int Remlastdot = RemoteIP.LastIndexOf('.'); if ( !(LocalIP.Substring(0,Loclastdot) == RemoteIP.Substring(0,Remlastdot)) ) return false; else return true; } public static void EventSink_ServerList( ServerListEventArgs e ) { bool Router = true; if (!Router) { IPHostEntry thisHost = Dns.Resolve( Dns.GetHostName() ); IPAddress[] addressList = thisHost.AddressList; if ( addressList.Length > 0 ) { e.AddServer( ServerName, new IPEndPoint( addressList[addressList.Length - 1], Listener.Port ) ); } else { e.Rejected = true; } } else if (OnServerLocalNetwork(e.State.Socket)) { // Check for Loopback client - no, check for local network. IPHostEntry thisHost = Dns.Resolve( Dns.GetHostName() ); IPAddress[] addressList = thisHost.AddressList; if (addressList.Length > 0) { e.AddServer( ServerName, new IPEndPoint( addressList[addressList.Length - 1], Listener.Port ) ); } else { e.Rejected = true; } } else { // If behind a router, and not on local network: IPHostEntry thisHost = Dns.Resolve(Domain); IPAddress[] addressList = thisHost.AddressList; if (addressList.Length > 0) { e.AddServer( ServerName, new IPEndPoint( addressList[addressList.Length - 1], Listener.Port ) ); } else { e.Rejected = true; } } } } } |
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