
Memory and Performance efficient,The main goal for GoldenKevin was to improve the stability and performance that OdinMS lacked and has been able to achieve such through-out his development of this source.Ex LoginCharacter & LoginClient for it's LoginServer, GameCharacter & GameClient for it's GameServer etc. Each server has it's own client and character subclass that is solely used for it's server. Separate Server/Client for each Server,This makes it so each server is as light weight is possible as opposed to OdinMS.This is the first publicly released (Java?) source to have Center Server communication. This also means you can literally host each server (Login, Game, CashShop, Center) on different machines and it will communicate with each other remotely. So everything interacts with the Center Server. Center Inter-communication based design, GoldenKevin has written his own non-blocking socket operations protocol for networking.The server takes less than a few ms to completely be loaded. Uses Binary WZ and has support for MCDB (2.0) which means it doesn't have the awful overhead of XML/WZ parsing.I'll list a couple of cool things about this below: I suggest everyone to move on this as I believe is truly is the best v62 source out there. I've been following this source for quite sometime now and had my own fork which I unfortunately don't have access to anymore. I also believe this was the first if not one of the first publicly made from scratch source after OdinMS/Titan besides Vana. I'm surprised no one has picked this up, forked it or even acknowledged this piece work. This is a v62 non-odinms based emulator that was made back in 2011 I believe with the latest revision being updated back in 2013 and has been open-source ever-since. Some of you might know him from the legendary KryptoDev forum or from his KiniroMS source.Īnyway. + PSComputerName : source was built from scratch from the ground up by GoldenKevin. + FullyQualifiedErrorId : 4A3BD071, + CategoryInfo : NotSpecified: (:), ManagementObjectAmbiguousException The operation couldn’t be performed because ‘XXXXXXX’ matches multiple entries.

Since UserPrincipalName is unique it seems like that how it should have been written initially. Changing the reference to $Mailbox.UserPrincipalName resolved the issue. This caused the $Mailbox.alias reference to fail with the following error. I just processed this change for an organization which had two mailboxes for many of their users and both had the same mailbox alias with different domains. This works fine as long as their aren’t two mailboxes with the same alias prefix. In the commit logic you use $mailbox.alias to reference the mailbox being changes. I found what seems like a bug in this script. Next, if you try to add SMTP addresses for a domain name that is not already configured as an accepted domain for your Office 365 tenant, the script will throw an error. Use my Connect-EXOnline function for this if you have not already got your own script or function for it. First of all, the script must be run from a PowerShell session that has already been connected to Exchange Online.

#How to update maplestory scripts address code
The reason I’m sharing my own script instead of just pointing you at Tim’s (which seems fine) or any of the other code samples out there for this task (of which there are many) is that I wanted a script that had a few extra controls, and also one that wrote a log file so I could see what changes are made to the mailboxes it touches. If you have an on-premises Exchange organization, or are in a Hybrid configuration, or otherwise are using using directory synchronization then this script should not be used, and instead you should use email address policies to make the changes.

This scenario applies to cloud-only Exchange Online scenarios. This script is used for bulk adding SMTP addresses to Office 365 mailboxes for a new SMTP domain. Reading Tim McMichael’s blog post here reminded me of a script I’ve been meaning to tidy up and share.
