Deleted due to license violation
Quote:
My Ko-Fi Goal isnt reached but i'm a good boy and still Release it.
It may happen that you want to capture a packet, perhaps to be able to log, edit, or block it. For this reason we decided to install a middleware in the game that allows you to manipulate the incoming and outgoing traffic in the most practical way possible. In fact, you only have to call the `hook` method by passing your callback to start receiving the game's traffic and having full control over it. Furthermore, it is possible to return true or false to accept or reject a packet.
Usage:
Send/Recv Packets:HTML Code:TNetwork *network = TNetwork::getInstance(); network->setup(EClientVersion_Official); network->hook(NT_NETWORK_SEND_PACKET_CALLBACK, [](const char *packet) -> bool { std::cout << "[SEND] " << packet << std::endl; return true; }); network->hook(NT_NETWORK_RECV_PACKET_CALLBACK, [](const char *packet) -> bool { std::cout << "[RECV] " << packet << std::endl; return true; });
While capturing can be very useful in many cases, in others you may want to inject one or more packets. For this reason we have implemented the `sendPacket` and `recvPacket` methods to send and receive packets respectively. NOTE: NosTale uses AnsiString so it is necessary to pass the buffer in a compatible format. For this reason we have implemented the TNostaleString class which does the dirty work for us.
Since its without License or anything else i have the Right to Publish it.HTML Code:network->sendPacket(TNostaleString("c_skill").c_str()); network->recvPacket(TNostaleString("info Hello, World!").c_str());
No its not a Leak.
Have Fun Peace out
Just Saying:
No Support or anything else i dont even care what someone writes here i wont even check it since its a Source and people can use it.