The switches used to be held by simply standing near them, and the crown captured by standing near it - clicking a switch only produced the client's "not implemented yet" message. This drives both from the original interaction instead: - Clicking a Crown Switch starts an operation which completes after CastleSiegeSettings.SwitchPushSeconds (15) and keeps the switch for the guild until its operator leaves the switch's area. One player per switch; anybody else clicking it is told another team is on it (C1 B2 14 state 2). - While one guild holds both switches the crown's shield drops for it, and its guild master captures the throne by CLICKING the crown and holding it for CrownHoldTimeSeconds - seeded to 60 now, to match the countdown the client's registration panel hardcodes. The throne stays contestable until the siege ends. - The shield now depends on the switches alone, as in the original; the gates and statues remain what they always were, the obstacle in the way. The switch info packet (C1 B2 20) is broadcast before any switch-state packet because the client's "switch released" handler reads its switch table without checking that it exists - that table is only allocated when the info packet arrives, so the wrong order crashes the client. Also fixed while in here: - The crown registration panel could never be closed: the cancel was only sent while the master still stood on the crown, which is precisely when the hold does NOT break. The panel is now closed for the player it was opened for. - A contested switch was decided by enumeration order. - Panels opened by the siege are closed when it ends. - TryCaptureThrone was dead code carrying a second, diverged rule set. - /csphase advertised the pre-refactor phase names to the client. - The periodic broadcasts keyed off "UtcNow.Second % n", which silently skips when a tick runs late; they count ticks now. The unit tests never compiled against the refactored model - they are migrated to the state machine and guild ids, and cover the new switch and crown rules. A new test proves update 105 writes the configuration into an existing database. ApplyPendingUpdatesTool applies pending configuration updates without the admin panel; it is [Explicit], so it never runs in a normal test pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
OpenMU Project
| Platform | Build Status |
|---|---|
| Windows | |
| Linux (Docker) |
| NuGet Packages | |
|---|---|
| MUnique.OpenMU.Network | |
| MUnique.OpenMU.Network.Packets |
This project aims to create an easy to use, extendable and customizable server for a MMORPG called "MU Online". The server supports multiple versions of the game, but the main focus is version of Season 6 Episode 3 using the ENG (english) protocol. Additionally, the long-term focus is on the open source client which supports a slightly extended network protocol. However, parts of the software can also be suitable for the development of other games, even for other kind of games.
The code is a complete rewrite from scratch - it's not based on pre-existing projects, and it's also explicitly not based on decompiled server sources or their countless derivates.
There also exists a blog which may contain some valuable information about this development.
Current project state
This project is currently under development without any release. You can try the current state by using the available docker image, also mentioned in the quick start guide.
Licensing
This project is released under the MIT license (see LICENSE file).
Used technologies
The project is mainly written in C# and targets .NET 10.0.
The servers admin panel is hosted on an embedded ASP.NET Core webserver (Kestrel) and implemented as Blazor Server App.
At the moment the persistence layer uses the Entity Framework Core and PostgreSQL as database. Additionally, it's also possible to start it in a non-persistent in-memory mode.
The project is prepared to be hosted in a single process or distributed in multiple processes. For the communication between the processes, we use Dapr.
Deployment
We provide Docker images and docker-compose files for easy deployment. Please take a look at the deploy-folder of this project.
Contributions
Contributions are welcome if they meet the following criteria:
-
Language is english.
-
Code should be StyleCop compliant - this project uses the StyleCop.Analyzers for VS2022 so you should see issues directly as warnings.
-
Coding style (naming, etc.) and quality should fit to the current state.
-
No code copied/converted from the well-known decompiled source of the original server.
If you want to contribute, please create a new issue for the feature or bug (if the issue doesn't exist yet) so we can see who is working on something and can discuss possible solutions. If it's a small thing, you can also just send a pull request without adding an issue.
Apart of that, contributions from non-developers are welcome as well. You can test the server, submit issues or suggestions, packet descriptions or documentations about the concepts and mechanics of the game itself. Please use markdown files/syntax for this purpose.
If you have questions about that, don't hesitate to ask in our discord channel or by submitting an issue.
How to contribute code
If you want to contribute code, please do the following steps:
- fork this project from the original MUnique OpenMU Project.
- create a feature branch from the master branch
- commit your changes to your feature branch
- please test your changes, don't send AI generated code without testing it yourself
- submit a pull request to the original master branch
- wait for the code review and merge :)
How to use
Please have a look at the quick start guide.
Gameplay differences to the original server
This project doesn't have the goal to copy the original MU Online server behavior to 100 %. This is not entirely possible, because the original server is written in another programming language and has a completely different architecture. With some points we make our life easier in this project, with other points we try to improve the gameplay.
Calculations
The calculations of attribute values (like character damage decrement etc.) are done with 32 bit float numbers and without rounding off, like the original server does at some places. E.g. distributed stat points always have effect, while in the original server effects might get rounded down. For example, when 4 points of strength gives 1 base damage, the original server doesn't calculate a fraction of 1 damage for 3 points, while OpenMU calculates 0.75 damage. This damage has then an effect in further calculations.
Countdown when changing character or sub-server
The original server uses a five second countdown when a player wants to change his character or the sub-server. Maybe this was done for some performance reasons, as the original server would then save the character/account data. We think that's really annoying and see no real value in that, so we don't use a countdown.