This is a basic structure of a server: class Server { private: int* main_file[100]; public: void launch(); void maintenance(); void test(int* test_node, WNHD* test_process); }; You make an object every time you need to run the program, but this just to register the server to the game program(or client). The actual server is a station data: # # This is the main and most persistent data of the server. It's a global data macro, that sets the server online. void launch(); You can actually have entire server data in 10 files. But it can take up 1 pentabyte of data. #point #id #make The point macro checks the main most crucial data, id checks the number of the server. make macro checks the last online time data. # # # point
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...