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    I offer highly complex backend and gameplay systems that most developers avoid or are unable to implement professionally.

    About Me
    Hello community, Im Gio and I write code the world never sees passionate for over 10 years.
    I turn complex problems into elegant solutions usually so fast that my coffee sometimes wonders if I even need it. But dont worry i still drink it. ;)

    Im a former Sub Developer for Flyff Online (Gala Inc.), where I worked for 3 years before deciding to go my own way.
    I always aim for a clear goal creating solutions that are not only functional, but also sustainable and scalable.
    As a developer I understand that good code is more than just a collection of commands it has to be secure, clean and efficient.

    I rely on best practices that help tackle modern software development challenges in the long term.
    I place strong focus on secure code not just fast code. Security is integrated from the very beginning of the development process to minimize vulnerabilities.
    I believe that clean code can only be written when you take the time for clarity and structure.
    Clarity in architecture, structure in implementation. This results in code that not only works well but can also be understood and extended by other developers without unnecessary complexity.

    Partners:
    I have recently worked with the following servers: Mirovia

    Languages:
    English, German (basics)


    General Service
    - Custom Code (Systems)
    - General UI Code
    - External Code Implementation (Systems)
    - Feature Integration (depending on existing code)
    - Core crash analysis & corresponding fix
    - Random bug fixes (server/client)
    - Security measures for your server backbone (FreeBSD/Debian)
    - Patch server backend proxy setup

    And more just ask for what you need.


    Advanced Dungeon & Teleport System

    The Dungeon Overview module separates dungeon handling into its own dedicated interface, providing realtime cooldown tracking,
    customizable visibility controls and a clean, structured UI that removes clutter and improves accessibility.
    The Interactive Teleport Map replaces traditional teleport mechanics with a visual world map system.

    Players can instantly navigate between maps, dungeons, and multiple teleport points while also viewing key gameplay elements such as boss spawns and Metin stone locations directly on the map.
    Both systems are fully modular, scalable and built for seamless integration into existing environments offering improved user experience better performance clarity and a significantly more modern gameplay flow.

    Requirements:
    C++20 / C++17
    XML Support
    Python 2.7 / 3.14 Client
    Clipmasking
    Pythonconfig (Included)

    Price: 350,00 EUR (Implementation +50€)
    Future support and fixes are included.

    Example teleport.xml
    Code:
    <Teleport>
     <Maps>
     <MapGroup key="normal">
     <Map key="shinsoo_map1" x="255" y="130" level_min="0" level_max="0" warp_cost="0">
     <Category name="locations">
     <Entry name="generalstore" warp_x="477156" warp_y="952756" map_index="1" /
     </Category>
     </MapGroup>
     </Maps>
     <Dungeons>
     <Dungeon key="devils_catacomb" quest_flag="devils_catacomb" cooldown="7200"
     warp_map="65" warp_x="591600" warp_y="99800"
     level_min="75" level_max="99" party_min="0"
     allow_dungeon_entry="false" yang_cost="2500000"
     warp_cost="5" boss_vnum="2598">
     <EntryReq vnum="30319" count="1" />
     </Dungeon>
     </Dungeons>
    </Teleport>
    
    [Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 1
    [Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 2


    Battle Pass

    This Battle Pass system is designed to be flexible and scalable while maintaining a fair progression model for players.
    Developed and proven in production on Mirovia.to

    Core System:
    - Production tested: batched resets prevent shard stalls, rate limits prevent abuse, DB persisted claim state survives crashes.
    - Friendly Configuration: full XML config, per level EXP curves, per task level brackets
    - Monetization: Premium tier item, Event tier item, skip task consumable all integrated with existing shop/cash systems
    - Liveops: GM commands cover compensation, testing, and player support out of the box
    - Extensible: new task types and restrictions or tiers add cleanly without protocol breaks
    - Performance conscious: incremental reset, task caching and restricted packet sizes
    - Modern C++ style: enums, smart pointers, structured data easier to maintain than legacy Metin2 patterns

    - Multi Tier Task System
    Free Tier: Available to all players from the start
    Premium Tier: Unlocked via consumable item (31 day duration, configurable via PREMIUM_DURATION_DAYS)
    Event Tier: Optional limited time tier (31 day duration, separate activation via EVENT_DURATION_DAYS)
    Independent task progression and reward claiming for each tier

    - Task Categories with Time Gated Unlocks
    Daily: Resets every server midnight (configurable via DAILY_RESET_EXTRA_SECONDS)
    Week 1–4: Progressive unlock by season day prevents content burnout, encourages long term retention
    Per task min_level / max_level filtering task pool tailored to player progression bracket

    - Daily Reset Engine
    Scheduled pulse based event (battlepass_daily_reset_event) fires at midnight or configurable test interval (BATTLEPASS_TEST_RESET_INTERVAL)
    Batch processing: 100 players per 100ms tick prevents server stall on populated shards
    Pending reset queue drained incrementally over multiple frames
    Per player login check catches offline players and reconciles their state

    - Smart Task Rotation
    Picks new daily set previous task IDs passed in to avoid repeats for variety
    Separate assignment paths for Premium and Event daily tasks
    Old completed tasks deleted and replaced atomically no overlap and no stale rewards

    - EXP & Level Reward Track
    Players earn battle pass EXP per completed task
    Handles overflow, multi levelup in single tick and max-level cap
    Level rewards split across three reward tracks (free, premium, events)
    Per level configurable EXP requirement

    - Reward Claiming
    Claim individual single level / tier
    Claim all bulk claim every unlocked and unclaimed reward in one packet
    Serverside eligibility check validates level / tier / already claimed state
    Claimed reward state persisted in DB, survives reconnects/restarts

    - Restriction Engine
    Tasks support multiple restriction types (race, level-difference, etc.)
    Restrictions written into network packet client renders eligibility hints
    Easily extensible for new restriction types (just add enum and parse logic)

    - Network Protocol
    Dedicated subheader namespace (CG/GC/DG/GD), zero collision with other systems.
    Client to Game: open ranking, open shop, claim reward, claim all, skip task
    Game to Client: receive tasks, update task, remove task, add task, update premium/event/level/exp/claimed
    Game to DB: update progress, clear, insert claimed reward, load claimed rewards
    Database handles caching of player progress
    Query ID slot reserved for battle pass async queries
    State hooks into existing player save/load pipeline

    Requirements:
    C++20 / C++17
    Python 2.7 / 3.14 Client
    PulseManager (Marty)

    Price: 500,00 EUR (Implementation +50€)
    Future support and fixes are included.
    [Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 3
    [Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 4


    Mobile Auto Sell

    A simple auto selling system designed for speed, efficiency and minimal user interaction.
    Developed and proven in production on Mirovia.to

    - Automated Selling
    Advanced automation option for even faster inventory management.
    The system automatically sells selected garbage.
    Runs seamlessly in the background no manual interaction required.

    - The Select Garbage function is optimized for fast item disposal.
    When activated it automatically switches position with the Sell button
    This allows you to complete the entire selling process with just two clicks in the same spot
    No need to move the cursor or tap around the screen

    - Configuration
    Fully configurable via config (garbageItemMinLevel(1), garbageItemMaxLevel(70), etc.)
    Behavior rules (sell, confirmation, delays, etc.)

    Requirements:
    C++20 / C++17
    Python 2.7 / 3.14 Client
    PulseManager (Marty)
    Pythonconfig (Included)

    Price: 200,00 EUR (Implementation +50€)
    Future support and fixes are included.


    x64-bit Migration

    Update codebase and migrating from 32-bit to 64-bit architectures.

    - Fixing of pointer truncation issues
    - Ensure full pointer safety across modules
    - Eliminating architecture specific crashes and undefined behavior
    - Type Safety & Data Integrity

    Prevent overflows or alignment bugs and hidden data corruption
    Make code portable and predictable across platforms
    - Dependency Modernization
    Replace outdated or unsupported libraries
    - Python C API (Legacy Interop)
    Fix Python 2.7 C extensions for 64bit compatibility
    Correct pointer handling and memory access
    Stabilize legacy scripting integrations
    - Build System Upgrades (Cmake/Makefile/Chromium GN)
    Modernize and configure CMake for x64 builds
    Ensure reproducible and clean build pipelines

    Price: Request
    Future support and fixes are included.


    Python Migration (3.14)

    Update codebase and migrating from Python 2.7 to 3.14.4.


    - Full Python Runtime Migration
    Upgraded embedded Python from 2.7 to 3.14.4
    Built Python from source as a static library for seamless integration
    Removed dependency on external Python installations

    - Custom Import System (On request)
    Frozen modules
    Built a custom importer via sys.meta_path (PEP 451 compliant)
    Enabled controlled and self contained script loading

    - C API Compatibility Layer
    Added compatibility wrappers
    Smooth transition from Python 2 C API to Python 3
    Avoided full rewrites of legacy bindings

    - Script Migration & Refactoring
    Fixing Python 2 to 3 breaking changes across entire codebase
    Unicode vs bytes handling
    Cleaned up deprecated patterns and ensured runtime stability

    - Memory & Stability Fixes
    Resolved reference leaks in dictionary operations
    Fixing UTF-8 decoding issues
    Improving safety in C++ and Python data exchange

    - C++ Integration Updates
    Updated all native modules to Python 3 C API
    Ensured correct type handling across boundaries
    Clean and maintainable interop layer

    Requirements:
    x64 Client

    Price: Request
    Future support and fixes are included.


    Skill Table Refactor

    This service replaces the default skill storage system with a scalable, normalized database structure eliminating BLOB based limitations and significantly improving performance, stability, and flexibility.

    The default Metin2 implementation stores all player skills inside a single BLOB field (skill_level) in the player.player_table.
    Loading is done asyn via a dedicated query, only changed data is saved and level 0 skills are removed via DELETE instead of being carried as unnecessary data.

    - Performance Improvements
    Only modified skills are saved (delta based updates)
    No more large BLOB transfers per save (8kb per player removed)
    Reduced database load, especially with high player counts
    Async loading dedicated query
    Decoupled from core player load process

    - Clean Architecture
    Proper database normalization (no more BLOB workaround)
    Skills can be directly managed via SQL (Admin Tools, recovery, balancing)

    - Flexibility
    Add new fields without breaking struct layouts
    Fully compatible with custom features (skill skins, visual effects, etc.)

    - Stability & Reliability
    Corrupted skill data no longer affects the entire character
    Improved crash recovery (isolated row based data)
    No risk from struct size changes
    Cleaner error handling and debugging

    - Security Improvements
    Lower database load under real player conditions
    Cleaner and future proof system design
    Easier maintenance, debugging, and feature expansion
    Production ready foundation for advanced gameplay systems

    Price: 150,00 EUR (Implementation +50€)
    Future support and fixes are included


    Protocol Buffer Migration

    Modernize your network layer by replacing legacy packet systems with a unified safe and scalable serialization standard.
    Protocol Buffers standard serialization system used by companies like Google or Discord and WhatsApp.

    Most Metin2 servers run multiple packet systems in parallel with thousands of lines of unsafe #pragma pack structs and no validation.
    A malformed packet can crash the server or cause UNKNOWN_PACKET_HEADER. Adding new features requires touching multiple systems at once.

    - Unified System
    .proto files with clear self documenting schemas (Own Script)
    Generated code platform independent and validated
    One consistent serialization system across the entire project
    Full IntelliSense and autocomplete support
    New packets created in minutes via code generation
    Full migration of all packet types (CG / GC / GD / DG / GG)
    Backward compatible bridge layer during transition (Optional on request)
    Validation and bounds checking on receive side
    CMake integrated code generation pipeline
    Documentation of all .proto schemas
    Migration guide for custom packets

    - Stability & Security
    Automatic bounds checking and malformed packets no longer crash the server
    Built in validation ParseFromArray fails safely instead of causing buffer overreads
    No reinterpret_cast issues strong type safety
    No #pragma pack risk consistent behavior across platforms

    - Maintainability
    Up to 80% less code (schema instead of scattered structs/adapters)
    Self documenting protocol definitions
    Clear separation of protocol and logic
    No boilerplate (no manual registration systems)

    - Versioning & Compatibility
    Forward and backward compatibility built in
    Optional fields allow adding features without breaking clients
    Fields can be renamed without protocol break (IDs remain stable)
    Deprecated fields can be phased out safely

    - Performance & Efficiency
    Compact packet size via varint encoding (smaller payloads for typical values)
    Default values are not transmitted
    Readable packet dumps for faster debugging

    Price Basic: Server only Protobuf, Legacy Packets - 700,00 EUR
    Price Full: Full Server & Client & Custom Packets - 1,000 EUR


    Patcher/Launcher

    My Patcher is a cutting edge and production ready game launcher and patch management solution specifically designed for Metin2 and large scale multiplayer games. Built for high performance and scalability and seamless content delivery.
    The patcher is currently used on Mirovia and multiple World of Warcraft Private Servers.

    Core
    - Tokio Async Runtime (High-performance concurrent operations)
    - SolidJS Frontend (Ultra fast, reactive UI)
    - Rust Backend (Memory safe, production grade)
    - Authentication & Token System (Binary side validation to force players start the client with the launcher)
    - SHA-256 Hashing (256 bit cryptographically secure)
    - Streaming based verification (64KB buffers)
    - Smart Skip Logic (Download only changed files)
    - Multi Format Support (Plain Files / Encrypted Game Packs / Compressed Archives)
    - Default Configuration 4 concurrent streams (Configurable 1-100+ streams)
    - Lock free atomic progress tracking for high performance concurrent downloads.
    - Automatic extraction & verification
    - HTTPS Support (HTTP Client native tls)
    - Hex Encoding
    - Zstandard decompression
    - Data serialization framework
    - JSON support
    - Safe URL parsing
    - Localization Support (Multi Language)

    Test Scenario
    Code:
    Single-Stream (1 concurrent):
    - Throughput: 10–15 MB/s (HTTP/1.1)
    - Time for 1 GB: 70–100 seconds
    - CPU Usage: 5–10%
    - Memory Usage: 50–60mb
    
    4-Stream (Default)
    - Throughput: 35–45 MB/s
    - Time for 1 GB: 25–30 seconds
    - CPU Usage: 15–20%
    - Memory Usage: 80–100mb
    - Best for balanced speed and resource usage
    
    8-Stream (High Speed)
    - Throughput: 60–80 MB/s (Server dependent)
    - Time for 1 GB: 15–18 seconds
    - CPU Usage: 25–35%
    - Memory Usage: 120–150 MB
    - Best for high speed
    
    Files.json
    Code:
    [
        {
            "fileName":  "Metin2.exe.zst",
            "size":  4965376,
            "hash":  "7dd4b4ce7e10891cb09aed11d889d15ff35071c3c1e84490ef09882b5d9cc5ec"
        },
        {
            "fileName":  "pack/locale.eix.zst",
            "size":  54112,
            "hash":  "44f6c454a134bba3c71550e51b7158fa586f3b38b5d6fde28fc608e879e5f46c"
        },
        {
            "fileName":  "pack/locale.epk.zst",
            "size":  15969507,
            "hash":  "2b71a8fb1694f4a7cff15a316ee5e50bc2749faff1e84e499ea2390768d80a18"
        }
    ]
    
    Config.json (The config can be controlled bidirectionally both externally via web server and locally within the build environment.)
    Code:
    {
      "binaryName": "Metin2.exe",
      "configName": "config.exe",
      "launchParameters": [],
      "maxConcurrentDownloads": 4,
      "serverName": "Metin2 Private Server",
      "discordUrl": "https://discord.gg/invite",
      "enableDiscordButton": true,
      "enableSlider": true,
      "patchSliderUrl": "https://patch.metin2.com/slider.json",
      "patchVersion": "1.0.4",
      "showPatchVersion": false,
      "enableLogging": true,
      "deleteFiles": [
        "Metin2_101.exe",
        "bdvid32.dll"
      ],
      "maintenance": false,
      "maintenanceMessage": "The server is currently under maintenance...",
      "navLinks": [
        { "label": "Register", "url": "https://metin2.com/register" },
        { "label": "Support", "url": "https://metin2.com/tickets" },
        { "label": "Forum", "url": "https://metin2.com/forum" }
      ]
    }
    
    Slider.json
    Code:
    {
      "slides": [
        {
          "image": "https://patch.metin2.com/images/easter.jpg",
          "url": "https://metin2.com/events/easter",
          "title": {
            "en": "Easter Event",
            "de": "Oster-Event",
            "tr": "Paskalya Etkinliği",
            "ro": "Evenimentul de Paște",
            "es": "Evento de Pascua",
            "pt": "Evento de Páscoa",
            "it": "Evento di Pasqua",
            "pl": "Wydarzenie Wielkanocne",
            "hu": "Húsvéti Esemény",
            "cz": "Velikonoční Událost"
          },
          "text": {
            "en": "Celebrate Easter with exclusive rewards and limited-time quests!",
            "de": "Feiere Ostern mit exklusiven Belohnungen und zeitlich begrenzten Quests!",
            "tr": "Özel ödüller ve sınırlı süreli görevlerle Paskalyayı kutlayın!",
            "ro": "Sărbătorește Paștele cu recompense exclusive și misiuni limitate!",
            "es": "¡Celebra la Pascua con recompensas exclusivas y misiones por tiempo limitado!",
            "pt": "Celebre a Páscoa com recompensas exclusivas e missões por tempo limitado!",
            "it": "Festeggia la Pasqua con ricompense esclusive e missioni a tempo limitato!",
            "pl": "Świętuj Wielkanoc z ekskluzywnymi nagrodami i ograniczonymi czasowo zadaniami!",
            "hu": "Ünnepeld a Húsvétot exkluzív jutalmakkal és időkorlátos küldetésekkel!",
            "cz": "Oslavte Velikonoce s exkluzivními odměnami a časově omezenými úkoly!"
          }
        }
      ],
      "sideBanner": {
        "image": "https://patch.metin2.com/images/changelog.jpg",
        "url": "https://metin2.com/forum/changelog516",
        "title": {
          "en": "Changelogs",
          "de": "Änderungen",
          "tr": "Değişiklikler",
          "ro": "Modificări",
          "es": "Cambios",
          "pt": "Alterações",
          "it": "Novità",
          "pl": "Zmiany",
          "hu": "Változások",
          "cz": "Změny"
        },
        "text": {
          "en": "See what's new in the latest update",
          "de": "Sieh dir die neuesten Updates an",
          "tr": "Son güncellemedeki yeniliklere bakın",
          "ro": "Vezi ce e nou în ultima actualizare",
          "es": "Mira las novedades de la última actualización",
          "pt": "Veja as novidades da última atualização",
          "it": "Scopri le novità dell'ultimo aggiornamento",
          "pl": "Zobacz co nowego w ostatniej aktualizacji",
          "hu": "Nézd meg a legújabb frissítés újdonságait",
          "cz": "Podívejte se na novinky v poslední aktualizaci"
        }
      }
    }
    
    [Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 5

    [Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 6

    Price: 125,00 EUR (Custom features +50€)
    One time setup included, with custom design adaptation according to your preferences.
    I do not offer design service and source code are not included!
    Future support and fixes are included


    *-:) Important:
    I do not work via AnyDesk/Rust. If you want to work with me, I require access to the code or the affected files to be sent for maintenance.
    For bug fixes, sanitizers or general logs are highly beneficial to quickly identify the issue.

    What can you expect from me?
    Clean and innovative code is extremely important to me and that is exactly what I deliver.
    With a custom system built from scratch you can expect this level of quality consistently.
    However when integrating features into existing systems (especially from external developers) the result always depends on the current codebase.

    Payment methods: Crypto, CC
    Delivery time: Depends on what you need.
    Discord: levites.dev
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