[Info] Packets

06/10/2009 09:27 Zeroxelli#1
Just wondering, since the way I got the packet structures for Co1 was basically sniffing the network and decrypting them by hand or with PHP, if there's an easier way to do it nowadays. I could always do em by hand, but since the encryption was updated that might suck :p
06/13/2009 04:21 iamanoob#2
no idea :/ been trying to get fc packet working for a few days but just get d/c because of bad packets
06/13/2009 04:32 Zeroxelli#3
fc? You mean friend chat? If so, just do a foreach on every player in the friend list that's online and send to them.
06/13/2009 05:56 iamanoob#4
yeah friend list cuz i was checking lotfs and they have a packet to show the list of all friends and see if they are online or offline that's where im stuck atm :x the chat itself isnt that hard its just checking the database for friends to send messages to
06/13/2009 06:01 Zeroxelli#5
Ah, yeah. alexbigfoot explained to me earlier that the newer patches have a string added to the end of the packets, 'TQServer'. Check the Packets/Team.cs and you'll understand.
06/13/2009 06:04 iamanoob#6
edited:
:O! Wowow stupid packets >.> works now tyvm zeroxelli xD
06/13/2009 08:19 alexbigfoot#7
lol and 1 more thing, the new packets dont include in their length the TQServer...like the item packet is 48, but, you`ll create a byte[56], and set the "length"(first 0-2 slots) as 48. Anyway Andy added everything you`ll need already.
06/13/2009 15:40 unknownone#8
Quote:
Originally Posted by alexbigfoot View Post
lol and 1 more thing, the new packets dont include in their length the TQServer...like the item packet is 48, but, you`ll create a byte[56], and set the "length"(first 0-2 slots) as 48. Anyway Andy added everything you`ll need already.
Silly way of handling things. You could leave the packets as they were already, and say

Send(packet);
Send(Encoding.ASCII.GetBytes("TQClient"));
06/13/2009 21:40 Zeroxelli#9
Quote:
Originally Posted by unknownone View Post
Silly way of handling things. You could leave the packets as they were already, and say

Send(packet);
Send(Encoding.ASCII.GetBytes("TQClient"));
True... I don't think I'd thought of it that way, but maybe because I wasn't using the localized send method. Assumed they were sent raw so it needed it. However, this way also works quite well.