Hello all. Ok, Needing some assistance on this. I keep getting error for line 10.. I am trying to make this public for my brothers and I to play. Socketoptions section is not allowing it to go public

here is what I have:

namespace Server
{
public class SocketOptions
{
public static readonly int Port = Config.Get("68.41.***.**", 2593);

private static readonly IPEndPoint[] m_ListenerEndPoints = new IPEndPoint[]
{
new IPEndPoint(IPAddress.Any, 2593), // Default: Listen on port 2593 on all IP addresses

// Examples:
// new IPEndPoint( IPAddress.Any, 80 ), // Listen on port 80 on all IP addresses
// new IPEndPoint( IPAddress.Parse( "1.2.3.4" ), 2593 ), // Listen on port 2593 on IP address 1.2.3.4
};
private const bool NagleEnabled = false;// Should the Nagle algorithm be enabled? This may reduce performance
private const int CoalesceBufferSize = 512;// MSS that the core will use when buffering packets
public static void Initialize()
{
SendQueue.CoalesceBufferSize = CoalesceBufferSize;

EventSink.SocketConnect += new SocketConnectEventHandler(EventSink_SocketConnect);

Listener.EndPoints = m_ListenerEndPoints;
}

private static void EventSink_SocketConnect(SocketConnectEventArgs e)
{
if (!e.AllowConnection)
return;

if (!NagleEnabled)
e.Socket.SetSocketOption(SocketOptionLevel.Tcp, SocketOptionName.NoDelay, 1); // RunUO uses its own algorithm
}
}
}
 
Last edited:
Code:
using System;
using System.IO;
using System.Net;
using System.Net.Sockets;
using Server;
using Server.Misc;
using Server.Network;

namespace Server
{
    public class SocketOptions
    {
        private const bool NagleEnabled = false; // Should the Nagle algorithm be enabled? This may reduce performance
        private const int CoalesceBufferSize = 512; // MSS that the core will use when buffering packets
        private const int PooledSockets = 32; // The number of sockets to initially pool. Ideal value is expected client count.

        private static IPEndPoint[] m_ListenerEndPoints = new IPEndPoint[] {
            new IPEndPoint( IPAddress.Any, 2593 ), // Default: Listen on port 2593 on all IP addresses
           
            // Examples:
            // new IPEndPoint( IPAddress.Any, 80 ), // Listen on port 80 on all IP addresses
            // new IPEndPoint( IPAddress.Parse( "1.2.3.4" ), 2593 ), // Listen on port 2593 on IP address 1.2.3.4
        };

        public static void Initialize()
        {
            SendQueue.CoalesceBufferSize = CoalesceBufferSize;

            EventSink.SocketConnect += new SocketConnectEventHandler( EventSink_SocketConnect );

            Listener.EndPoints = m_ListenerEndPoints;
        }

        private static void EventSink_SocketConnect( SocketConnectEventArgs e )
        {
            if ( !e.AllowConnection )
                return;

            if ( !NagleEnabled )
                e.Socket.SetSocketOption( SocketOptionLevel.Tcp, SocketOptionName.NoDelay, 1 ); // RunUO uses its own algorithm
        }
    }
}
 
ok, i have it up and running again, but still not able to open it to public for some reason. I have added my public ip inside Serverlist, I reset everything back to original for socketoptions... Still not able to get people into game. Is there something I'm not doing inside Socket?
 
ok, i have it up and running again, but still not able to open it to public for some reason. I have added my public ip inside Serverlist, I reset everything back to original for socketoptions... Still not able to get people into game. Is there something I'm not doing inside Socket?
In your config folder, there are a serverlist.cfg so u can change the ip here.
Q:You are under the same internet? If yes, you have to put your ip from cmd ipconfig and pick the 192.168.0.# ip
 
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