A modern C# reimplementation of the Knight Online server architecture — including LoginServer, GameServer, and packet handling.
- Introduction
- Features
- Installation
- Usage
- Architecture Overview
- Packet Handling
- Contributing
- License
- Contact
- Releases
Welcome to KOSharp! This project aims to provide a complete server architecture for Knight Online using C#. It focuses on performance, scalability, and ease of use. Whether you're a developer looking to contribute or a gamer wanting to run your own server, KOSharp offers the tools you need.
- Login Server: Handles user authentication and session management.
- Game Server: Manages game logic, player interactions, and world state.
- Packet Handling: Efficiently processes incoming and outgoing packets.
- Modular Architecture: Easily extendable and customizable.
- Open Source: Community-driven development.
To get started with KOSharp, you need to clone the repository and build the solution. Follow these steps:
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Clone the repository:
git clone https://github.com/RatanBarai/KOSharp.git
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Navigate to the project directory:
cd KOSharp -
Open the solution in your preferred IDE (e.g., Visual Studio).
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Restore the NuGet packages:
dotnet restore
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Build the solution:
dotnet build
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You can download the latest release from here. Make sure to execute the downloaded files to run the server.
After setting up the server, you can run it using the following command:
dotnet runYou can configure the server settings in the appsettings.json file. This includes database connections, server ports, and other parameters. Make sure to adjust these settings according to your environment.
KOSharp is designed with a modular architecture. This allows developers to easily add new features or modify existing ones. The main components are:
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Login Server: This component handles user login requests and maintains user sessions. It communicates with the Game Server to authenticate users.
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Game Server: The core of the gameplay experience. It manages the game world, player actions, and interactions. It also handles NPCs, quests, and events.
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Database Layer: Responsible for storing player data, game state, and other persistent information. You can use any SQL-based database, but MySQL is recommended for its performance and ease of use.
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Networking Layer: Handles TCP connections and packet communication between the client and server. It ensures efficient data transfer and low latency.
Packet handling is a critical part of any game server. KOSharp uses a custom packet structure to facilitate communication between the client and server.
The server listens for incoming packets from the client. Each packet is processed based on its type. This includes:
- Login packets
- Movement packets
- Combat packets
- Chat packets
The server sends packets back to the client to update the game state. This includes:
- Player status updates
- World events
- NPC interactions
We welcome contributions from the community! If you'd like to help improve KOSharp, please follow these steps:
- Fork the repository.
- Create a new branch for your feature or bug fix.
- Make your changes and commit them.
- Push your branch to your forked repository.
- Create a pull request.
Please ensure that your code adheres to our coding standards and includes tests where applicable.
KOSharp is licensed under the MIT License. See the LICENSE file for more details.
For questions or feedback, please reach out to the project maintainers:
- Ratan Barai: GitHub Profile
You can download the latest version of KOSharp from here. Make sure to execute the downloaded files to run the server.
Special thanks to the original developers of Knight Online for their inspiration. This project aims to honor their work while providing a modern take on the server architecture.
Join our community on Discord to discuss features, report bugs, and share your experiences. We value your input and look forward to building a great project together.
This README provides a comprehensive overview of KOSharp. We hope you find it helpful as you explore and contribute to the project.
