Is the TQServer/TQClient prefix included in the size or not?
Aren't the suffixes just used for packet validation? That's what I always thought. It wouldn't make sense to use the suffix for packet splitting since the prefix/header already takes care of that.Quote:
No. Packet size does not include the seal.
Prefix would also imply it came before the packet but I'm sure you know it goes at the end ahah.
The reason packet size doesn't include the seal is that it's only used to signify the transfer of data is over. If you're combining packets I'm under the impression TQServer is only needed at the end of the large packet block but I could be wrong on that side of things.
Oh, yeah, I'm aware of that. The client is definitely using the size in the header to split packets though, which is why I'm saying I think the TQServer/TQClient suffixes are only used to validate packets, but that conflicts with that P4N is saying about the game server sending multiple "combined" packets with only one TQServer suffix.Quote:
No, actually. Multiple complete server messages; each including the TQServer suffix, all encrypted and sent as single packet. The client splits them properly.. It could be the size, but it could be the suffix.
What I know for certain is if a message's array size is not 8 bytes larger than the size written to the header, the client disconnects from the *game server.
I'm not working with a version where TQServer/TQClient is used. The necessity of it being needed per packet when merging them together was what I said I didn't know.Quote:
Oh, yeah, I'm aware of that. The client is definitely using the size in the header to split packets though, which is why I'm saying I think the TQServer/TQClient suffixes are only used to validate packets, but that conflicts with that P4N is saying about the game server sending multiple "combined" packets with only one TQServer suffix.