Another important aspect of gaming is trading. This seems at first glance a very simple process, but it really isn't. Takes quite a lot of work to get it right. First part is to make a security trade. #include <windows.h> #include <string> void trade(void* player1, void* player 2, WHND* bank_security_check); Second important a part here is to make a market. WHND* get_market(std::string market_sector); This returns a full screen window handle, by providing the current market area type. In other words, take Old School Runesape for example. All you have to do is write a lot of net code for the first trading, right? Take a closer look. Bank security, grand exchange, hardcore world's economy. Secure trading. Safety does not always mean security, and security does not always mean safety. Oldschool runescape used to have a lot of bank security breaches in the past, until they updated their security protocol. int get_security_pin(std::string access_request); Or more in deta...
This the main structure of the server to make/establish or maintain: #include <windows.h> void run_server(WNDH** pipe_line_argument); The point here is to make a pipeline system. Another way is to try google tags: #include <windows.h> void tag_server(Server* adress, WNDH** tag); Here is an possible example of a Server class: #include <string.h> class Server { std::string main_files{}; public: void run(WNDH** pipe_line_argument); void tag_server(Server* adress, WNDH** tag); }; It is possible to actually use binary code to maintain the server and it's access. void shift(int point_size, int* adress); To revamp the lessons so far on the series, a server requires a strong structure, and a strong access shell structure. This can be done by making a pipeline system, again; such as by charting it's design and making a google tag system to prevent search engine hacking. Which in other words means, used...