Zell Posted August 22, 2017 Group: Members Topic Count: 53 Topics Per Day: 0.01 Content Count: 412 Reputation: 266 Joined: 04/25/12 Last Seen: 22 hours ago Share Posted August 22, 2017 I have a doubt. When a user connect to the server with client the function called is "login_mmo_auth", until here ok. But when a player disconnect from selection char or in server select. Where we know that player disconnects? Quote Link to comment Share on other sites More sharing options...
0 nitrous Posted August 22, 2017 Group: Developer Topic Count: 4 Topics Per Day: 0.00 Content Count: 141 Reputation: 46 Joined: 08/14/12 Last Seen: April 5 Share Posted August 22, 2017 When someone quits the game, the socket closes with EOF. This gets parsed in logclif_parse(login server), chclif_parse(char server), and clif_parse(map server). In the login server, when it reads EOF it just closes the socket. In the char server, if a character is already loaded, it might set the character offline, thereby saving the changes. In the map server, depending on how the client quits, it will either use map_quit, use clif_quitsave which calls map_quit, or nothing (in the case of autotrading). 1 Quote Link to comment Share on other sites More sharing options...
0 Zell Posted August 23, 2017 Group: Members Topic Count: 53 Topics Per Day: 0.01 Content Count: 412 Reputation: 266 Joined: 04/25/12 Last Seen: 22 hours ago Author Share Posted August 23, 2017 Thank u. I figure out what I wanted cause you. Quote Link to comment Share on other sites More sharing options...
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Zell
I have a doubt.
When a user connect to the server with client the function called is "login_mmo_auth", until here ok.
But when a player disconnect from selection char or in server select. Where we know that player disconnects?
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