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Issue on latest CO version.
Discussion on Issue on latest CO version. within the CO2 Private Server forum part of the Conquer Online 2 category.
02/03/2012, 22:19
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#16
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Quote:
Originally Posted by -impulse-
It's not a bot check as far as the client is concerned... the client doesn't return a packet back... and the client wouldn't need to receive the timeGetTime() for the char creation.
Beside this packet is always sent after 1004 answer_ok (2100 or 2101)...
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How dumb wold it be if the client returned the packet back
Beside.
New role seq packets
Server -> Client 1059
Client -> Server 1124
Server -> Client 1213
Client -> Server 1214
Server -> Client 1055
Client -> Server 1100
Client -> Server 1052
Client -> Server 1052
Server -> Client 1004 NEW_ROLE
Server -> Client 2079
Server -> Client 2078
Login seq packets
Client -> Server 1001
Server -> Client 1004 ANSWER_OK
Client -> Server 1052
Server -> Client 1044
Client -> Server 1044
Server -> Client 2079
Server -> Client 2078
Server -> Client 1004 ANSWER_OK
etc
If just if that makes any sense to you.
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02/03/2012, 22:41
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#17
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Quote:
Originally Posted by -impulse-
m7mdxlife ... check the title of the thread ...  does it tell you anything?
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The title told me that you have an issue with the latest version, then in the 1st line you stated that the problem started a while back since the login sequence changed a while back.
anyway best of luck mate
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02/03/2012, 22:57
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#18
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Quote:
Originally Posted by m7mdxlife
The title told me that you have an issue with the latest version, then in the 1st line you stated that the problem started a while back since the login sequence changed a while back.
anyway best of luck mate
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Sorry for my ambiguity then.
As for { Angelius }:
Serverside you don't need to sent to the client a specific packet to be able to store the value of timeGetTime()... if you get what I mean.
Example:
Client logins, I reply with NEW_ROLE, and I store in client.CreateTime = timeGetTime();
When the client answers with 1001, I can do timeGetTime() - client.CreateTime to get the seconds that passed :S... no need to send other packets.
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02/03/2012, 23:15
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#19
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Quote:
Originally Posted by -impulse-
Sorry for my ambiguity then.
As for { Angelius }:
Serverside you don't need to sent to the client a specific packet to be able to store the value of timeGetTime()... if you get what I mean.
Example:
Client logins, I reply with NEW_ROLE, and I store in client.CreateTime = timeGetTime();
When the client answers with 1001, I can do timeGetTime() - client.CreateTime() to get the seconds that passed :S... no need to send other packets.
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Whatever you say :P
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02/03/2012, 23:33
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#20
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Quote:
Originally Posted by -impulse-
It's not a bot check as far as the client is concerned... the client doesn't return a packet back... and the client wouldn't need to receive the timeGetTime() for the char creation.
Beside this packet is always sent after 1004 answer_ok (2100 or 2101)...
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Did you read my reply? It could take the values to be used for a bot check performed later.
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02/03/2012, 23:37
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#21
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Quote:
Originally Posted by Lateralus
Did you read my reply? It could take the values to be used for a bot check performed later.
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I must have missed that. I really gotta go to sleep :S.
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02/04/2012, 01:27
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#22
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Quote:
Originally Posted by -impulse-
For a while TQ made the character creation so you wont have to login again to be able to play directly after you create the character.
That works fine for me until I find myself in-game without half of my GUI.
Keep in mind that it works fine if I login without creating a character.
Has anyone found the actual login sequence for character creation on latest patch?
Has anyone any idea what 1044 and 1033 are used for? What about 2079/2078? (You can login without them...)
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thats happen when you have something wrong with your GameServerEncryption , check your Encryption when you ReInit your IVs and the Key, it happened with me , when I was not Encrypting the whole bytes after making handshake, also I was setting wrong IVs  , so basically make sure that your Encrypting everything before sending it , and check your IVs , it has nothing to do with the packet order.
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02/04/2012, 01:54
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#23
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Quote:
Originally Posted by Mr_PoP
thats happen when you have something wrong with your GameServerEncryption , check your Encryption when you ReInit your IVs and the Key, it happened with me , when I was not Encrypting the whole bytes after making handshake, also I was setting wrong IVs  , so basically make sure that your Encrypting everything before sending it , and check your IVs , it has nothing to do with the packet order.
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You do understand that if your IVs or your GameServerEncryption is screwed up the client disconnects at first invalid packet right?
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02/04/2012, 02:00
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#24
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Quote:
Originally Posted by -impulse-
You do understand that if your IVs or your GameServerEncryption is screwed up the client disconnects at first invalid packet right?
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not quite right if you made a hand shack and you Init it with mixed IVs u will still can login , try this you should have a method that ReInit(IV1,IV2,Key); yeah?
try to change the IVs so : ReInit(IV2,IV1,Key); test it should work tho!
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02/04/2012, 15:54
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#25
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Fixed. Done some debugging along Mr_POP and found the issue.
Never send NEW_ROLE and ANSWER_OK at the same time :P.
(forgot to use some return
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