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server's Introduction

Warning: This project is still in the early phases of development; You can't use this to play the game right now. There is a lot of work left to be done. Pangbox Server is not, at this time, capable of providing a complete PangYa experience, or in fact much of the PangYa experience at all, in its current state. It is provided AS IS as a proof-of-concept that I hope will be useful to the community, and I hope that the groundwork laid will enable us to make a robust set of server implementations for PangYa.

Although the project is actually quite old, it is still in constant flux, and many of the older bits are still being gutted and rewritten while the project progresses.

Thanks for your interest.

Pangbox Server

Pangbox Server is a PangYa server for the unmodified PangYa U.S. client.

Minibox

Minibox is an all-in-one PangYa server, including everything you need to run PangYa locally.

  • Unfinished but functional PangYa game, login and messaging server.
  • Real-time updatelist server; you can edit .pak files and launch PangYa immediately to see your changes.
  • Simple Windows GUI for editing settings and managing the server.

server's People

Contributors

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server's Issues

Game crashes more frequently than expected

Game sometimes crashes when opening popup menu, joining multiplayer, or trying to make a room. It's highly unpredictable and seems to be a result of memory corruption.

There is likely something wrong with the sequence of packets that occurs during login. 0x0044 subtype 0 is especially suspect, as the game is very prone to having subtle bugs when this packet is wrong. We should investigate.

Sometimes clients seem to not load the next hole as expected

This is a weird one, and it may not be a bug in Pangbox. However, I have witnessed my own client not load the next hole as expected, causing the same hole to be replayed, but only on one of the clients. This needs more investigation.

These issues have only been reproduced under Wine, so there is a chance they never occur on Windows.

Papel Shop: Investigate weighted random picker

We currently use a simple weighted random algorithm with a static linear spread of weights. One issue with this system is that it requires us to potentially draw more times to actually pick an item in cases where repeats cannot happen, which may mess with the distribution a bit.

It would be nice if we had a somewhat efficient way to pick a random item that has not already been picked. One such way would be to track the weights of each index, so that a picker function could subtract them from the total, and then skip that amount if the random happens to land on it. This could be inefficient in some cases, esp. if a large number of random choices need to be picked out of a large pool, but it should work well for the use case of picking a few items out of a large set. For such cases where we need to pick every item out of a pool, another weighted randomizer optimized for that task could be employed instead.

Lobby updates do not work as expected

When users leave and join rooms and exit and enter the lobby, the user list is very prone to falling out of sync. Pangbox likely handles the lobby incorrectly.

The lobby sync we do after you exit a game does not seem to work. I suspect that the lobby updates are supposed to continue even when you are in a game, which is annoying. We could potentially just make a diff of the state from before and do a minimal update when a game ends, but it'd be better to just follow what the game does, even if it seems unnecessary. Probably need to check pantrant.

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