Issue on latest CO version.

02/03/2012 22:19 { Angelius }#16
Quote:
Originally Posted by -impulse- View Post
It's not a bot check as far as the client is concerned... the client doesn't return a packet back... and the client wouldn't need to receive the timeGetTime() for the char creation.
Beside this packet is always sent after 1004 answer_ok (2100 or 2101)...
How dumb wold it be if the client returned the packet back :rolleyes:

Beside.
New role seq packets
Server -> Client 1059
Client -> Server 1124
Server -> Client 1213
Client -> Server 1214
Server -> Client 1055
Client -> Server 1100
Client -> Server 1052
Client -> Server 1052
Server -> Client 1004 NEW_ROLE
Server -> Client 2079
Server -> Client 2078

Login seq packets
Client -> Server 1001
Server -> Client 1004 ANSWER_OK
Client -> Server 1052
Server -> Client 1044
Client -> Server 1044
Server -> Client 2079
Server -> Client 2078
Server -> Client 1004 ANSWER_OK
etc
If just if that makes any sense to you.
02/03/2012 22:41 m7mdxlife#17
Quote:
Originally Posted by -impulse- View Post
m7mdxlife ... check the title of the thread ... :confused: does it tell you anything?
The title told me that you have an issue with the latest version, then in the 1st line you stated that the problem started a while back since the login sequence changed a while back.

anyway best of luck mate
02/03/2012 22:57 -impulse-#18
Quote:
Originally Posted by m7mdxlife View Post
The title told me that you have an issue with the latest version, then in the 1st line you stated that the problem started a while back since the login sequence changed a while back.

anyway best of luck mate
Sorry for my ambiguity then.

As for { Angelius }:

Serverside you don't need to sent to the client a specific packet to be able to store the value of timeGetTime()... if you get what I mean.
Example:
Client logins, I reply with NEW_ROLE, and I store in client.CreateTime = timeGetTime();
When the client answers with 1001, I can do timeGetTime() - client.CreateTime to get the seconds that passed :S... no need to send other packets.
02/03/2012 23:15 { Angelius }#19
Quote:
Originally Posted by -impulse- View Post
Sorry for my ambiguity then.

As for { Angelius }:

Serverside you don't need to sent to the client a specific packet to be able to store the value of timeGetTime()... if you get what I mean.
Example:
Client logins, I reply with NEW_ROLE, and I store in client.CreateTime = timeGetTime();
When the client answers with 1001, I can do timeGetTime() - client.CreateTime() to get the seconds that passed :S... no need to send other packets.
Whatever you say :P
02/03/2012 23:33 Lateralus#20
Quote:
Originally Posted by -impulse- View Post
It's not a bot check as far as the client is concerned... the client doesn't return a packet back... and the client wouldn't need to receive the timeGetTime() for the char creation.
Beside this packet is always sent after 1004 answer_ok (2100 or 2101)...
Did you read my reply? It could take the values to be used for a bot check performed later.
02/03/2012 23:37 -impulse-#21
Quote:
Originally Posted by Lateralus View Post
Did you read my reply? It could take the values to be used for a bot check performed later.
I must have missed that. I really gotta go to sleep :S.
02/04/2012 01:27 Mr_PoP#22
Quote:
Originally Posted by -impulse- View Post
For a while TQ made the character creation so you wont have to login again to be able to play directly after you create the character.

That works fine for me until I find myself in-game without half of my GUI.
Keep in mind that it works fine if I login without creating a character.

Has anyone found the actual login sequence for character creation on latest patch?

Has anyone any idea what 1044 and 1033 are used for? What about 2079/2078? (You can login without them...)

[Only registered and activated users can see links. Click Here To Register...]
thats happen when you have something wrong with your GameServerEncryption , check your Encryption when you ReInit your IVs and the Key, it happened with me , when I was not Encrypting the whole bytes after making handshake, also I was setting wrong IVs :p, so basically make sure that your Encrypting everything before sending it , and check your IVs , it has nothing to do with the packet order.
02/04/2012 01:54 -impulse-#23
Quote:
Originally Posted by Mr_PoP View Post
thats happen when you have something wrong with your GameServerEncryption , check your Encryption when you ReInit your IVs and the Key, it happened with me , when I was not Encrypting the whole bytes after making handshake, also I was setting wrong IVs :p, so basically make sure that your Encrypting everything before sending it , and check your IVs , it has nothing to do with the packet order.
You do understand that if your IVs or your GameServerEncryption is screwed up the client disconnects at first invalid packet right?
02/04/2012 02:00 Mr_PoP#24
Quote:
Originally Posted by -impulse- View Post
You do understand that if your IVs or your GameServerEncryption is screwed up the client disconnects at first invalid packet right?
not quite right if you made a hand shack and you Init it with mixed IVs u will still can login , try this you should have a method that ReInit(IV1,IV2,Key); yeah?

try to change the IVs so : ReInit(IV2,IV1,Key); test it should work tho!
02/04/2012 15:54 -impulse-#25
Fixed. Done some debugging along Mr_POP and found the issue.

Never send NEW_ROLE and ANSWER_OK at the same time :P.
(forgot to use some return;)