Updated. download is in the initial release post.
added/improved/fixed all of the things I talked about yesterday and more.
you should notice a pretty big difference in the packet flow right away.
no packets will be missing because as I said, the connection is routed through our own "proxy" which takes advantage of TCP (which is a stream-based protocol) to send but mostly receive everything in the right order.
and since packets are flagged with a length header, that "proxy" will take them one by one and log/block them as individual packets, like the ingame functions.
I'm sure many of you already know the concept of a Client-Server application with TCP but I'm explaining just in case :)
Network concept:
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As I said yesterday, Recv "injection" (Server-to-Client, basically clientsided packets) is available now. which can't hurt I guess...
logging by content (various datatypes) is available as well.
corrected some text mistakes (completely wrong text on the Ignore Whitelist buttons) and misspells.
fixed a small bug in opcode editing/adding in the "Named opcodes" window, a bug where you couldn't add opcodes with "0x" in them even though it tells you you can.
Things I didn't talk about yesterday:
I've slightly improved the injection and a few other multithreading related things (improved the threadsafe operations).
resized and rearranged a few GUI controls.
Cheers!
Edit:
I noticed a bug when trying to run it on a VM where right after the game launches, before it loads completely, the game will give that error reporting window and basically do nothing.
if any of you have it, don't worry, I'll fix it later on today.
Quote:
Originally Posted by Legacy2
would be sweet to make it for the private server too :)
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I do not have any plans for anything private-server-related at the moment, sorry.