Who Own this Source?

05/13/2014 17:07 InsomniacPro#16
Quote:
Originally Posted by fairytaleco View Post
Will i dont know where to start looking at that log in problem coz dont know so much about source.

that why i ask where to look for the log in problem coz i dont know much in source i do only know how to edit.
Start looking into your methods where login is initially handled. Then you'll see how the server is retrieving character data based on authentication data.
05/13/2014 17:18 fairytaleco#17
This Is what i Found? who do i code it right?

using System;
using System.IO;
using System.Text;

namespace Conquer_Online_Server.Network.AuthPackets
{
public class Authentication : Interfaces.IPacket
{
public string Username;
public string Password;
public string Server;
public void Deserialize(byte[] buffer)
{
if (buffer.Length == 240)
{
MemoryStream MS = new MemoryStream(buffer);
BinaryReader BR = new BinaryReader(MS);

ushort length = BR.ReadUInt16();
if (length == 240)
{
ushort type = BR.ReadUInt16();
if (type == 1124)
{
Username = Encoding.ASCII.GetString(BR.ReadBytes(16));
Username = Username.Replace("\0", "");
BR.ReadBytes(112);
Password = Encoding.ASCII.GetString(BR.ReadBytes(16));
BR.ReadBytes(112);
Server = Encoding.ASCII.GetString(BR.ReadBytes(16));
Server = Server.Replace("\0", "");
}
}
BR.Close();
MS.Close();
}
}

public byte[] ToArray()
{
throw new NotImplementedException();
}
public void Send(Client.GameState client)
{
throw new NotImplementedException();
}
}
}
05/13/2014 19:44 InsomniacPro#18
Quote:
Originally Posted by fairytaleco View Post
This Is what i Found? who do i code it right?

using System;
using System.IO;
using System.Text;

namespace Conquer_Online_Server.Network.AuthPackets
{
public class Authentication : Interfaces.IPacket
{
public string Username;
public string Password;
public string Server;
public void Deserialize(byte[] buffer)
{
if (buffer.Length == 240)
{
MemoryStream MS = new MemoryStream(buffer);
BinaryReader BR = new BinaryReader(MS);

ushort length = BR.ReadUInt16();
if (length == 240)
{
ushort type = BR.ReadUInt16();
if (type == 1124)
{
Username = Encoding.ASCII.GetString(BR.ReadBytes(16));
Username = Username.Replace("\0", "");
BR.ReadBytes(112);
Password = Encoding.ASCII.GetString(BR.ReadBytes(16));
BR.ReadBytes(112);
Server = Encoding.ASCII.GetString(BR.ReadBytes(16));
Server = Server.Replace("\0", "");
}
}
BR.Close();
MS.Close();
}
}

public byte[] ToArray()
{
throw new NotImplementedException();
}
public void Send(Client.GameState client)
{
throw new NotImplementedException();
}
}
}
After
Server = Server.Replace("\0", "");
Put
Environment.Exit(0);
05/13/2014 20:23 Spirited#19
That is a packet structure. I already gave you all the information you need to fix your problem.
05/14/2014 08:43 fairytaleco#20
Lols nvm guys already fixe it with my own work and research you give me wrong idea its in the GameState.cs wrong code.

Anyway Guys One Last Question Where to Look for items drop coz i cant find it where to fixe the item drop i cant see it.
05/14/2014 21:04 KraHen#21
Quote:
Originally Posted by fairytaleco View Post
Lols nvm guys already fixe it with my own work and research you give me wrong idea its in the GameState.cs wrong code.

Anyway Guys One Last Question Where to Look for items drop coz i cant find it where to fixe the item drop i cant see it.
With that attitude? Let me give you a hint : search for "item".
05/15/2014 07:31 fairytaleco#22
Sorry For My attitude. I know it in the packethandle.cs but the problem is i dont know what public should i look at it so many code.

Any way Thank for the help and clue you give me, by the way i get the problem the item when the monster drop Dragonball or any items when i pick it up still the item where the place drop it still in there.