Посмотри сколько я выставил значения в этом конфиге и всеравно ничего не изменилось.
#=========================================#
# MMOCore Connection Settings #
#=========================================#
# ----------------------------
# Debug and Develop logging -
# ----------------------------
EnableMMOCoreDebug=false
EnableMMOCoreDevelop=false
EnableMMOCoreExceptions=false
PacketHandlerDebug=false
#Don't ENABLE, just for debug use
DumpCloseConnectionLogs=false
# ----------------------------
# Config BackLog -
# ----------------------------
# Maximum length of request.
# The maximum length for incoming requests (connection request).
# Maximum number of requests, after which the requests
# Will not be accepted.
# The default is 50
# Must be equal to the estimated number of players.
# Example: Players in the game 1000 +, NetworkBackLog = 1000
# NetworkBackLog = 50
# ----------------
# Set TOS -
# ----------------
# Set the traffic going to a particular socket.
# Can be ignored JAVA-machine.
# Range: 0 <= tc <= 255 or a ban happens.
# Note:
# To TCP4 should be set high priority and should be RFC 1349.
# You can also create a type priorities bit, example:
# IPTOS_LOWCOST (0x02)
# IPTOS_RELIABILITY (0x04)
# IPTOS_THROUGHPUT (0x08)
# IPTOS_LOWDELAY (0x10)
# The lowest bit is ignored (0).
# Set bits in the priority may cause the collapse of the server.
# depends on the service and platform.
# Note:
# Applications can not change GameServer after connecting.
# To TCP6 value can be found in the header sin6_flowinfo.
# NetworkIpTOS = 0
# ---------------------------------------
# Setting TCP_NODELAY -
# ---------------------------------------
# On / Off TCP_NODELAY
#NetworkTcpNoDelay = False
# -------------------------------
# Setting KeepAlive -
# -------------------------------
# On / Off SO_KEEPALIVE
#NetworkKeepAlive = False
# ------------------------
# Set a timeout -
# ------------------------
# Set a timeout in milliseconds.
# If set to 0, the timeout will be standard.
# Timeout must be greater than 0.
# Zero timeout is defined as an infinite timeout.
#NetworkSoTimeOut = 0 N2
# ---------------------------------------------------
# Configure repetitions Adresses -
# ---------------------------------------------------
# On / Off option.
# If the connection is closed, then turn timeout.
#NetworkSoReuseAddr = True
# --------------------------------------
# Set buffer compounds -
# --------------------------------------
# Buffer size in kbit (kilobits)
# By default (Windows) - 64KBits
# Default (* nix) - 128KBits
#NetworkReadBufferSize = 64000
#NetworkWriteBufferSize = 64000
#NetworkHelperBufferSize = 64000
# The size of the auxiliary buffer
#NetworkHelperBufferCount = 20000
# --------------------------
# Client Queue Configuration
# --------------------------
# Queue size, do not set it too low !
# Default: 14
ClientPacketQueueSize=140000
# Maximum number of packets in burst.
# Execution will be aborted and thread released if more packets executed in raw.
# Default: 50
ClientPacketQueueMaxBurstSize=500000
# Maximum number of packets per second.
# Flood detector will be triggered if more packets received.
# After triggering all incoming packets will be dropped until flooding stopped.
# Default: 80
ClientPacketQueueMaxPacketsPerSecond=800000
# Average number of packets per second calculated during this interval.
# Using larger value decrease number of false kicks, but slower reaction to flood.
# Avoid using too low or too high values, recommended between 3 and 10.
# Default: 5
ClientPacketQueueMeasureInterval=50000
# Maximum average number of packets per second during measure interval.
# Flood detector will be triggered if more packets received.
# After triggering all incoming packets will be dropped until flooding stopped.
# Default: 40
ClientPacketQueueMaxAveragePacketsPerSecond=40000
# Maximum number of flood triggers per minute.
# Client will be kicked if more floods detected.
# Default: 2
ClientPacketQueueMaxFloodPerMin=20000
# Maximum number of queue overflows per minute.
# After overflow all incoming packets from client are dropped until queue is flushed.
# Client will be kicked if more queue overflows detected.
# Default: 50
ClientPacketQueueOverflowsPerMin=500000
# Maximum number of buffer underflows per minute.
# Client will be kicked if more underflow exceptions detected.
# Default: 1
ClientPacketQueueUnderflowsPerMin=100000
# Maximum number of unknown packets per minute.
# Client will be kicked if more unknown packets received.
# Default: 5
ClientPacketQueueUnknownPerMin=500000
# --------------------------
# Food Packets Protections -
# --------------------------
# Interval - interval in gameserver ticks (1 tick = 100ms) in which only one request is allowed
# LogFlooding - whether flooding should be logged (only first occurrence of flooding and total count of flood requests is logged)
# PunishmentLimit - if number of requests within single interval exceeds specified number then the specified punishment is applied (0 = disables punishment feature)
# PunishmentType - type of the punishment ('none', 'kick', 'ban'), valid only if PunishmentLimit is greater than 0
# Flood protection method: check if in given FLOOD_PROTECTION_INTERVAL
# more then PUNISHMENT_LIMIT actions are performed: if this condition has been verified
# apply PUNISHMENT_TYPE for PUNISHMENT_TIME minutes
DisableOpCodesFloodProtector=true
FloodPacketProtectionInterval=1000000
LogPacketFlooding=false
PacketFloodingPunishmentLimit=20000000
PacketFloodingPunishmentType=kick
# -- GAME SERVER --
#
# OPCODE1
# -- opcode1 0x00: ProtocolVersion();
# -- opcode1 0x08: AuthLogin();
# -- opcode1 0x09: Logout();
# -- opcode1 0x0b: CharacterCreate();
# -- opcode1 0x0c: CharacterDelete();
# -- opcode1 0x0d: CharacterSelected();
# -- opcode1 0x0e: NewCharacter();
# -- opcode1 0x62: CharacterRestore();
# -- opcode1 0x68: RequestPledgeCrest();
# -- opcode1 0x01: MoveBackwardToLocation();
# -- opcode1 0x02: // Say ... not used any more ??
# -- opcode1 0x03: EnterWorld();
# -- opcode1 0x04: Action();
# -- opcode1 0x09: Logout();
# -- opcode1 0x0a: AttackRequest();
# -- opcode1 0x0f: RequestItemList();
# -- opcode1 0x10: // RequestEquipItem ... not used any more, instead "useItem"
# -- opcode1 0x11: RequestUnEquipItem();
# -- opcode1 0x12: RequestDropItem();
# -- opcode1 0x14: UseItem();
# -- opcode1 0x15: TradeRequest();
# -- opcode1 0x16: AddTradeItem();
# -- opcode1 0x17: TradeDone();
# -- opcode1 0x1a: DummyPacket();
# -- opcode1 0x1b: RequestSocialAction();
# -- opcode1 0x1c: ChangeMoveType2();
# -- opcode1 0x1d: ChangeWaitType2();
# -- opcode1 0x1e: RequestSellItem();
# -- opcode1 0x1f: RequestBuyItem();
# -- opcode1 0x20: RequestLinkHtml();
# -- opcode1 0x21: RequestBypassToServer();
# -- opcode1 0x22: RequestBBSwrite();
# -- opcode1 0x23: DummyPacket();
# -- opcode1 0x24: RequestJoinPledge();
# -- opcode1 0x25: RequestAnswerJoinPledge();
# -- opcode1 0x26: RequestWithdrawalPledge();
# -- opcode1 0x27: RequestOustPledgeMember();
# -- opcode1 0x28: // RequestDismissPledge
# -- opcode1 0x29: RequestJoinParty();
# -- opcode1 0x2a: RequestAnswerJoinParty();
# -- opcode1 0x2b: RequestWithDrawalParty();
# -- opcode1 0x2c: RequestOustPartyMember();
# -- opcode1 0x2d: // RequestDismissParty
# -- opcode1 0x2e: DummyPacket();
# -- opcode1 0x2f: RequestMagicSkillUse();
# -- opcode1 0x30: Appearing(); // (after death)
# -- opcode1 0x31: SendWareHouseDepositList();
# -- opcode1 0x32: SendWareHouseWithDrawList();
# -- opcode1 0x33: RequestShortCutReg();
# -- opcode1 0x34: DummyPacket();
# -- opcode1 0x35: RequestShortCutDel();
# -- opcode1 0x36: CannotMoveAnymore();
# -- opcode1 0x37: RequestTargetCanceld();
# -- opcode1 0x38: Say2();
# -- opcode1 0x3c: RequestPledgeMemberList();
# -- opcode1 0x3e: DummyPacket();
# -- opcode1 0x3f: RequestSkillList();
# -- opcode1 0x41: MoveWithDelta(); // MoveWithDelta ... unused ?? or only on ship ??
# -- opcode1 0x42: RequestGetOnVehicle();
# -- opcode1 0x43: RequestGetOffVehicle();
# -- opcode1 0x44: AnswerTradeRequest();
# -- opcode1 0x45: RequestActionUse();
# -- opcode1 0x46: RequestRestart();
# -- opcode1 0x47: RequestSiegeInfo();
# -- opcode1 0x48: ValidatePosition();
# -- opcode1 0x49: // RequestSEKCustom
# -- opcode1 0x4a: //new StartRotating();
# -- opcode1 0x4b: //new FinishRotating();
# -- opcode1 0x4d: RequestStartPledgeWar();
# -- opcode1 0x4e: RequestReplyStartPledgeWar();
# -- opcode1 0x4f: RequestStopPledgeWar();
# -- opcode1 0x50: RequestReplyStopPledgeWar();
# -- opcode1 0x51: RequestSurrenderPledgeWar();
# -- opcode1 0x52: RequestReplySurrenderPledgeWar();
# -- opcode1 0x53: RequestSetPledgeCrest();
# -- opcode1 0x55: RequestGiveNickName();
# -- opcode1 0x57: RequestShowBoard();
# -- opcode1 0x58: RequestEnchantItem();
# -- opcode1 0x59: RequestDestroyItem();
# -- opcode1 0x5b: SendBypassBuildCmd();
# -- opcode1 0x5c: RequestMoveToLocationInVehicle();
# -- opcode1 0x5d: CannotMoveAnymoreInVehicle();
# -- opcode1 0x5e: RequestFriendInvite();
# -- opcode1 0x5f: RequestAnswerFriendInvite();
# -- opcode1 0x60: RequestFriendList();
# -- opcode1 0x61: RequestFriendDel();
# -- opcode1 0x63: RequestQuestList();
# -- opcode1 0x64: RequestQuestAbort();
# -- opcode1 0x66: RequestPledgeInfo();
# -- opcode1 0x67: RequestPledgeExtendedInfo();
# -- opcode1 0x68: RequestPledgeCrest();
# -- opcode1 0x69: RequestSurrenderPersonally();
# -- opcode1 0x6a: // Ride
# -- opcode1 0x6b: // send when talking to trainer npc, to show list of available skills, RequestAquireSkillInfo();// --> [s] 0xa4;
# -- opcode1 0x6c: // send when a skill to be learned is selected, RequestAquireSkill();
# -- opcode1 0x6d: RequestRestartPoint();
# -- opcode1 0x6e: RequestGMCommand();
# -- opcode1 0x6f: RequestPartyMatchList();
# -- opcode1 0x70: RequestPartyMatchConfig();
# -- opcode1 0x71: RequestPartyMatchDetail();
# -- opcode1 0x72: RequestCrystallizeItem();
# -- opcode1 0x73: RequestPrivateStoreManageSell();
# -- opcode1 0x74: SetPrivateStoreListSell();
# -- opcode1 0x75: //RequestPrivateStoreManageCancel(data, _client);
# -- opcode1 0x76: RequestPrivateStoreQuitSell();
# -- opcode1 0x77: SetPrivateStoreMsgSell();
# -- opcode1 0x78: // RequestPrivateStoreList
# -- opcode1 0x79: RequestPrivateStoreBuy();
# -- opcode1 0x7a: // ReviveReply
# -- opcode1 0x7b: RequestTutorialLinkHtml();
# -- opcode1 0x7c: RequestTutorialPassCmdToServer();
# -- opcode1 0x7d: RequestTutorialQuestionMark();
# -- opcode1 0x7e: RequestTutorialClientEvent();
# -- opcode1 0x7f: RequestPetition();
# -- opcode1 0x80: RequestPetitionCancel();
# -- opcode1 0x81: RequestGmList();
# -- opcode1 0x82: RequestJoinAlly();
# -- opcode1 0x83: RequestAnswerJoinAlly();
# -- opcode1 0x84: AllyLeave();
# -- opcode1 0x85: AllyDismiss();
# -- opcode1 0x86: RequestDismissAlly();
# -- opcode1 0x87: RequestSetAllyCrest();
# -- opcode1 0x88: RequestAllyCrest();
# -- opcode1 0x89: RequestChangePetName();
# -- opcode1 0x8a: RequestPetUseItem();
# -- opcode1 0x8b: RequestGiveItemToPet();
# -- opcode1 0x8c: RequestGetItemFromPet();
# -- opcode1 0x8e: RequestAllyInfo();
# -- opcode1 0x8f: RequestPetGetItem();
# -- opcode1 0x90: RequestPrivateStoreManageBuy();
# -- opcode1 0x91: SetPrivateStoreListBuy();
# -- opcode1 0x92: // RequestPrivateStoreBuyManageCancel
# -- opcode1 0x93: RequestPrivateStoreQuitBuy();
# -- opcode1 0x94: SetPrivateStoreMsgBuy();
# -- opcode1 0x95: // RequestPrivateStoreBuyList
# -- opcode1 0x96: RequestPrivateStoreSell();
# -- opcode1 0x97: // SendTimeCheckPacket
# -- opcode1 0x98: // RequestStartAllianceWar
# -- opcode1 0x99: // ReplyStartAllianceWar
# -- opcode1 0x9a: // RequestStopAllianceWar
# -- opcode1 0x9b: // ReplyStopAllianceWar
# -- opcode1 0x9c: // RequestSurrenderAllianceWar
# -- opcode1 0x9d: // RequestSkillCoolTime
# -- opcode1 0x9e: RequestPackageSendableItemList();
# -- opcode1 0x9f: RequestPackageSend();
# -- opcode1 0xa0: RequestBlock();
# -- opcode1 0xa1: // RequestCastleSiegeInfo
# -- opcode1 0xa2: RequestSiegeAttackerList();
# -- opcode1 0xa3: RequestSiegeDefenderList();
# -- opcode1 0xa4: RequestJoinSiege();
# -- opcode1 0xa5: RequestConfirmSiegeWaitingList();
# -- opcode1 0xa6: // RequestSetCastleSiegeTime
# -- opcode1 0xa7: MultiSellChoose();
# -- opcode1 0xa8: // NetPing
# -- opcode1 0xaa: RequestUserCommand();
# -- opcode1 0xab: SnoopQuit();
# -- opcode1 0xac: RequestRecipeBookOpen(); // we still need this packet to handle BACK button of craft dialog,
# -- opcode1 0xad: RequestRecipeBookDestroy();
# -- opcode1 0xae: RequestRecipeItemMakeInfo();
# -- opcode1 0xaf: RequestRecipeItemMakeSelf();
# -- opcode1 0xb0: // RequestRecipeShopManageList(data, client);
# -- opcode1 0xb1: RequestRecipeShopMessageSet();
# -- opcode1 0xb2: RequestRecipeShopListSet();
# -- opcode1 0xb3: RequestRecipeShopManageQuit();
# -- opcode1 0xb4: SnoopQuit();
# -- opcode1 0xb5: RequestRecipeShopMakeInfo();
# -- opcode1 0xb6: RequestRecipeShopMakeItem();
# -- opcode1 0xb7: RequestRecipeShopManagePrev();
# -- opcode1 0xb8: ObserverReturn();
# -- opcode1 0xb9: RequestEvaluate();
# -- opcode1 0xba: RequestHennaList();
# -- opcode1 0xbb: RequestHennaItemInfo();
# -- opcode1 0xbc: RequestHennaEquip();
# -- opcode1 0xc0: RequestPledgePower();
# -- opcode1 0xc1: RequestMakeMacro();
# -- opcode1 0xc2: RequestDeleteMacro();
# -- opcode1 0xc3: RequestBuyProcure();
# -- opcode1 0xc4: RequestBuySeed();
# -- opcode1 0xc5: DlgAnswer();
# -- opcode1 0xc6: RequestWearItem();
# -- opcode1 0xc7: RequestSSQStatus();
# -- opcode1 0xCA: GameGuardReply();
# -- opcode1 0xcc: RequestSendFriendMsg();
# -- opcode1 0xcd: RequestShowMiniMap();
# -- opcode1 0xce: // MSN dialogs so that you dont see them in the console.
# -- opcode1 0xcf: RequestRecordInfo();//record video
# -- opcode1 0xee: RequestChangePartyLeader();
# -- opcode1 0xd0:
#
# OPCODE2 (just if opcode1 == 0xd0)
# -- opcode2 1: RequestOustFromPartyRoom();
# -- opcode2 2: RequestDismissPartyRoom();
# -- opcode2 3: RequestWithdrawPartyRoom();
# -- opcode2 4: RequestChangePartyLeader();
# -- opcode2 5: RequestAutoSoulShot();
# -- opcode2 6: RequestExEnchantSkillInfo();
# -- opcode2 7: RequestExEnchantSkill();
# -- opcode2 8: RequestManorList();
# -- opcode2 9: RequestProcureCropList();
# -- opcode2 0x0a: RequestSetSeed();
# -- opcode2 0x0b: RequestSetCrop();
# -- opcode2 0x0c: RequestWriteHeroWords();
# -- opcode2 0x0d: RequestExAskJoinMPCC();
# -- opcode2 0x0e: RequestExAcceptJoinMPCC();
# -- opcode2 0x0f: RequestExOustFromMPCC();
# -- opcode2 0x10: RequestExPledgeCrestLarge();
# -- opcode2 0x11: RequestExSetPledgeCrestLarge();
# -- opcode2 0x12: RequestOlympiadObserverEnd();
# -- opcode2 0x13: RequestOlympiadMatchList();
# -- opcode2 0x14: RequestAskJoinPartyRoom();
# -- opcode2 0x15: AnswerJoinPartyRoom();
# -- opcode2 0x16: RequestListPartyMatchingWaitingRoom();
# -- opcode2 0x17: RequestExitPartyMatchingWaitingRoom();
# -- opcode2 0x18: RequestGetBossRecord();
# -- opcode2 0x19: RequestPledgeSetAcademyMaster();
# -- opcode2 0x1a: RequestPledgePowerGradeList();
# -- opcode2 0x1b: RequestPledgeMemberPowerInfo();
# -- opcode2 0x1c: RequestPledgeSetMemberPowerGrade();
# -- opcode2 0x1d: RequestPledgeMemberInfo();
# -- opcode2 0x1e: RequestPledgeWarList();
# -- opcode2 0x1f: RequestExFishRanking();
# -- opcode2 0x20: RequestPCCafeCouponUse();
# -- opcode2 0x22: RequestCursedWeaponList();
# -- opcode2 0x23: RequestCursedWeaponLocation();
# -- opcode2 0x24: RequestPledgeReorganizeMember();
# -- opcode2 0x26: RequestExMPCCShowPartyMembersInfo();
# -- opcode2 0x27: RequestDuelStart();
# -- opcode2 0x28: RequestDuelAnswerStart();
# -- opcode2 0x29: RequestConfirmTargetItem();
# -- opcode2 0x2a: RequestConfirmRefinerItem();
# -- opcode2 0x2b: RequestConfirmGemStone();
# -- opcode2 0x2c: RequestRefine();
# -- opcode2 0x2d: RequestConfirmCancelItem();
# -- opcode2 0x2e: RequestRefineCancel();
# -- opcode2 0x2f: RequestExMagicSkillUseGround();
# -- opcode2 0x30: RequestDuelSurrender();
# -- LOGIN SERVER --
#
# OPCODE1
#
# -- opcode1 0x07: AuthGameGuard();
# -- opcode1 0x00: RequestAuthLogin();
# -- opcode1 0x05: RequestServerList();
# -- opcode1 0x02: RequestServerLogin();
# List of not checked OPCODES ---> if server receive a Packet that has
# OpCode into this protected list, it will not be checked by Flood Protector.
# If you want disable check on a LoginServer OpCode, just provide into the
# list values as "L,OpCodeA;L,OpCodeB;....", meanwhile if you want to disable
# check on a Gameserver Opcode, just provide into the list values as "G,OpCode1".
# If the Gameserver OpCode1 is 0xd0, you "can" specify which OpCode2 you want to
# allow, "G,0xd0,OpCode2A,OpCode2B...". If you want make something mixed, just
# provide mixed values:
#
# Example ListOfProtectedOpCodes1=G,0x48;G,0x04;L,0x07;G,0xd0,0x0a;
#
# This means "allow my server to be flooded by ValidationPotiion Packets, Action Packets,
# AuthGameGuard Packets and RequestSetSeed Packets" .
ListOfProtectedOpCodes=
# List of allowed "offline" OPCODES ---> if server receive a Packet that has not
# OpCode into this protected list and Character is OFFLINE, it will not be elaborated and client connection is closed.
# You "can" specify also OpCode2 you want to filter over main OpCode, e.g. "0xd0,OpCode2A,OpCode2B".
# If you want make something mixed, just provide mixed values:
#
# Example ListOfAllowedOfflineOpCodes=
#
ListOfAllowedOfflineOpCodes=