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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.

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Old 02/03/2012, 22:19   #16
 
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Quote:
Originally Posted by -impulse- View Post
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)...
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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Old 02/03/2012, 22:41   #17
 
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Quote:
Originally Posted by -impulse- View Post
m7mdxlife ... check the title of the thread ... does it tell you anything?
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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Old 02/03/2012, 22:57   #18
 
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Quote:
Originally Posted by m7mdxlife View Post
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
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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Old 02/03/2012, 23:15   #19
 
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Quote:
Originally Posted by -impulse- View Post
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.
Whatever you say :P
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Old 02/03/2012, 23:33   #20
 
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Quote:
Originally Posted by -impulse- View Post
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)...
Did you read my reply? It could take the values to be used for a bot check performed later.
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Old 02/03/2012, 23:37   #21
 
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Originally Posted by Lateralus View Post
Did you read my reply? It could take the values to be used for a bot check performed later.
I must have missed that. I really gotta go to sleep :S.
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Old 02/04/2012, 01:27   #22
 
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Quote:
Originally Posted by -impulse- View Post
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...)

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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Old 02/04/2012, 01:54   #23
 
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Originally Posted by Mr_PoP View Post
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.
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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Old 02/04/2012, 02:00   #24
 
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Originally Posted by -impulse- View Post
You do understand that if your IVs or your GameServerEncryption is screwed up the client disconnects at first invalid packet right?
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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Old 02/04/2012, 15:54   #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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