Thanks for the credit. Although this would be better if it were platform independent. I know not a lot of people play on mac but its still good to cover all the bases
Nice release nonetheless
@059
@MrVirtual
I updated the minimal version to be able to scan repeatedly, to make a customizable amount of pings and to show the results as minimal, average or maximum.
You can find the new version here: https://www.mpgh.net/forum/showthread.php?t=1446146
Hope you like the changes, did it in a rush tho - that's why the UI seems a bit slow at some points - , since i have not much time currently (reason i only updated the minimal version for now).
Thanks for the credit. Although this would be better if it were platform independent. I know not a lot of people play on mac but its still good to cover all the bases
Nice release nonetheless
One day... machines will rule the world.
Yeah i know what you mean but since i made this in C# .Net (Windows Forms) it is not going to work on a mac. Have Never done something for a mac tho.
If i find a quick and easy way without re-doing that whole thing i let you know.
Btw. How do you ping the servers in your tool?
EC2 has an api for pinging their boxes: https://ec2.[region].amazonaws.com/ping
My implementation is
I guess the difference is youre seeing how quickly you can connect a socket to the server while im seeing how long it takes for the server to respond to my request.Code:public static long getPingTime(String addr) { long start = 0; start = System.currentTimeMillis(); //See how long it takes for us to get a response from AWS for this server try { Jsoup.connect("https://ec2." + addr + ".amazonaws.com/ping").get(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } long end = (System.currentTimeMillis() - start); return end; }
C# is very syntactically similiar to java but you would have a helluva time recreating that GUI. Graphics in Java are horrid
Last edited by ruusey; 04-25-2019 at 04:30 AM.
One day... machines will rule the world.
Maik8 (04-25-2019)
Im not sure which is a beter metric, the time it takes to receive a response from the server or the time it takes to establish a valid connection via sockets. Thoughts?
BTW: impl multi threading on mineCode:Starting RotMG ping finder - Ruusey Future result is : 332 Future result is : 1084 Future result is : 337 Future result is : 342 Future result is : 343 Future result is : 343 Future result is : 758 Future result is : 463 Future result is : 333 Future result is : 505 Future result is : 459 Future result is : 342 Future result is : 495 Future result is : 189 Future result is : 506 Future result is : 342 Future result is : 342 Future result is : 340 Future result is : 188 Future result is : 528 Future result is : 1256 Future result is : 535 Future result is : 358 Total runtime [1261]ms
One day... machines will rule the world.
Maik8 (04-25-2019)
I did a test with my vServer, wrote a simple TCpListener wich will accept the incomming request and came to the result that the time needed for that is equal to the ping i get from the server (used the cmd to ping it, as well as the acctual .NET ping Methode).
I am sure a normal ping is the cleaner way to go of course, but in this case i don't see anything wrong with using sockets.
Sweet, don't know how hard it is in Java, but nicely done!
Would have a suggestion tho: sort the list before printing it (if possible), that way it would be much more clear wich servers are a valid option to play on without searching throught that whole list.
Also is there a way you could make it executable by clicking on it? I mean many users (here) do not realy know how to use a command prompt / powershell. That would increase your userbase.
Btw. just thought about making the whole thing as an App in Xamarin Forms but i don't seem to get the HyperV turned off (would need to disable the device gurad of my win10, wich is not that easy and the way that msdn describs it is not working (the script the provide does nothing but deliver errors).
So i started to make a game in unity with a friend of mine (Co-worker (trainee) acctually) some time ago, i have the basic concept of the server - client communication done with a simple test. (64 tick based server and client). But as you may know creating a game is not just done in a week time, maybe you are interested in joining us? You seem to be a friendly dude.
Just to be clear, this is not my first game but i never released one yet, although i have one on google play in closed alpha version.
Sweet, i once started working on a 3D version of ROTMG, got some of the basics done in no time, but since i am not a good 3D-Artist and the guy i am normaly working with had no time all of a sudden (personal reasons, so no judge here), i stoped working on it.
That is what i have done, stats, and combat system are working, i could even add new weapons without writing a single line of code tho, same with enemys (except advanced once of course).
programs working perfect here
Maik8 (05-03-2019)
Is this useful tho?
Thanks works great!
keep it up dude