[Release] Socket System for Hybrids Source!

04/10/2010 02:02 ImFlamedCOD#1
Apple Pie is amazing!!!!
04/10/2010 02:11 UniqueSandwich#2
Woah. It's really nice to see someone who working on Hybrid's source. It's time to improve that source. I'll release my codes for that source soon aswell.
04/10/2010 02:29 ImFlamedCOD#3
Nah its alright , i just really do not have to much free time to work on it anymore. I been working on a 4267 source. I just do it for shi*s and giggles anymore really. Haha
04/10/2010 03:42 QuickCo#4
good job bro
04/10/2010 07:42 -NewDawn-#5
Want to give some credit for that? (unless that's matt- if it is- good work ^^,)
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04/10/2010 12:14 Basser#6
Wow, I didn't expect something like this to be released.
Looks good at first sight.
Very nice release!

~Bas
04/10/2010 16:50 ahmedpik#7
its for 5165 anyway lol :D
04/10/2010 17:10 Arcо#8
Quote:
Originally Posted by ahmedpik View Post
its for 5165 anyway lol :D
"This system is and was designed and tested on Hybrids Bugles source."
04/10/2010 17:50 Kiyono#9
Oh great, wanted to do this myself but never actually started it.
04/11/2010 00:56 ImFlamedCOD#10
Quote:
Originally Posted by -NewDawn- View Post
Want to give some credit for that? (unless that's matt- if it is- good work ^^,)
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I am not a noob, i know how to reflect projects ya know. There would be no credits given to you because I did not use your dll.

I'm glad more and more people are getting interested with this. If anyone needs help with implementing it i would be happy to help. Tho i like to warn ya again you cannot just copy and paste this in and will work, you have to modify several other things as well.
04/11/2010 03:44 -NewDawn-#11
I'm not saying that I deserve credit. Read next time.
04/11/2010 11:11 Kiyono#12
I'm getting an error in the GameConnectPart void and I've tried comparing to CoEmu & LOTF 5165 but those just work too different.
Code:
public static void GameConnect(GameClient Client, byte[] Packet)
        {
            Client.Identifier = BitConverter.ToUInt32(Packet, 8);
            uint Key2 = BitConverter.ToUInt32(Packet, 4);
            (Client.Socket.Crypto as ConquerStanderedCipher).SetKeys(Client.Identifier, Key2);
            AuthClient authData;
            if (Kernel.AuthPool.TryGetValue(Client.Identifier, out authData))
            {
                Client.Username = authData.Username;
                Client.Password = authData.Password;
                Kernel.AuthPool.Remove(authData.Identifier);

                if (Database.LoadCharacter(Client))
                {
                    Kernel.GamePool.ThreadSafeAdd<uint, GameClient>(Client.Identifier, Client);
                    Kernel.UpdateGameClients();

                    Client.Send(PacketBuilder.CharacterInfo(Client));
                    Client.Send(new MessagePacket("ANSWER_OK", "ALLUSERS", 0xFFFFFF, MessagePacket.Dialog));
                    return;
                }
            }
            Client.Socket.Disconnect();
        }
04/12/2010 03:46 ImFlamedCOD#13
Code:
//(Client.Socket.Crypto as ConquerStanderedCipher).SetKeys(Client.Identifier, Key2);
Either do what i did or just take that part out. Since it does not need to set the keys and my socket system does not support .Setkeys because it is not needed anymore.
04/12/2010 13:46 Kiyono#14
Quote:
Originally Posted by ImFlamedCOD View Post
Code:
//(Client.Socket.Crypto as ConquerStanderedCipher).SetKeys(Client.Identifier, Key2);
Either do what i did or just take that part out. Since it does not need to set the keys and my socket system does not support .Setkeys because it is not needed anymore.
I see, now another question, is this Console.WriteLine(DumpHelper.Dump(array)); important? since I don't have the DumpHelper I commented this out.

//edit I noticed that packets have something called Serialize and Deserialize, can you explain what that is and how to use it?
04/12/2010 13:47 Morteli#15
Wow really nice. :)