Quote:
Originally Posted by 6shadow6
Cool thing. But I have a question about whether it works on all servers or only on Dekaron Evolution?
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Only on Dekaron Evolution, as the other private servers don't know how to manage the chat packet to do what the user intends to. Our client initializes a connection to the Tunnel Server, and the tunnel server initializes the connection with the main server, rather than everything happening directly to the dekaron server.
Because of this, we can control all packets (We're tunneling both Login server and Dekaron Server).
And we can also make our online player pages a lot accurate, as we can mark what character logged in based on the packets, and then mark them as offline if they disconnected, or logged out.
Edit:
You could accomplish this by hooking onto the server's winsock functions directly, even though it wouldn't increase in latency as it would with a tunnel server, I'd still prefer a tunnel server. For me it feels much more flexible towards controlling sent and received packets from both directions.
My next target is to making a fully functional announce packet, it works about 20% of the time and I'm trying to figure out how to make it flawless. I'm trying to accomplish this without any modification of the actual client.
Edit#2:
Here's a screenshot of me using the announce command, if it works once, then it will work for that connection, how ever if it doesn't work the first time on that specific connection then it won't work and you will disconnect. Just need to figure out why it doesn't work even with the correct sequence.