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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   #1
 
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Issue on latest CO version.

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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Old 02/03/2012, 19:10   #2
 
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1033 - I think it's the date/time packet sent at login to synchronize the server's time with the client.
Edit: Or maybe not. 5 different subtypes of this packet. Sent client->server and server->client.

1044 - No idea. The client moves the value "1" into offset 6 and calls a routine that's called a lot.

2078 - Not sure. Some kind of initialization. Client basically just takes the values from the packet and sets some memory to them.

2079 - Also not sure. Client takes the 4 byte value @ offset 4. If the value is 1, it uses 0x7D1 for something, if it's 0, it uses 0x7D0. Could set a hardware breakpoint on the address it moves these values into but eh...


So yeah, I'm basically useless.
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Old 02/03/2012, 19:24   #3
 
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Ok so that's why in my source we never did full login on creation.

We tried a few random ways of dealing with the login sequence and did one test where we directly cloned the ENTIRE login sequence from TQ (hard coded except for uids and important data) and we still ended up with no interface.

If you do find a solution to this I'd love to hear it cause, while we never spent that much time looking into it, it was definitely an annoying issue when we were working on our server.
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Old 02/03/2012, 19:29   #4
 
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I did a full login from character creation in Project Kibou. Basically, you manage packet 1001 and send a message packet with "ANSWER_OK" in it using chat type 2100. That'll make the client send packet 1052 and you can start the login from there.
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Old 02/03/2012, 19:59   #5
 
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did any of you guys check { Angelius } server? i don't know if its relevant or not because Impulse asked about the latest patch, but Ang got the login sequence fully working on his patch. +5517
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Old 02/03/2012, 20:09   #6
 
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Yes it was obviously working on older patches for trinity. Something appears to have changed in the newer patches though.
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Old 02/03/2012, 20:12   #7
 
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Quote:
Originally Posted by pro4never View Post
Ok so that's why in my source we never did full login on creation.

We tried a few random ways of dealing with the login sequence and did one test where we directly cloned the ENTIRE login sequence from TQ (hard coded except for uids and important data) and we still ended up with no interface.

If you do find a solution to this I'd love to hear it cause, while we never spent that much time looking into it, it was definitely an annoying issue when we were working on our server.
i didn't know your source was running on the latest patch
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Old 02/03/2012, 20:41   #8

 
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Quote:
Originally Posted by m7mdxlife View Post
i didn't know your source was running on the latest patch
It was the latest at the time of release =X
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Old 02/03/2012, 21:06   #9
 
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Quote:
Originally Posted by Lateralus View Post
1033 - I think it's the date/time packet sent at login to synchronize the server's time with the client.
Edit: Or maybe not. 5 different subtypes of this packet. Sent client->server and server->client.
Lol, I have to use more the "find" function -.-. Sorry for even setting a question on that packet. Makes sense now, though for some reason TQ sends it twice.

For other people... yes, in current's Trinity version (the one online) creating the character gets you in game without any problems and nothing is missing.
However, TQ somehow found a way to check if you connect by proxy or not, or atleast that's how it seems to me, cause whenever I create a character when I am sniffing the packets, the server sends 0x54 in the data packet that should contain the set location id... eh funny stuff, I'll just override it, but still...
It's driving me crazy, I updated my login sequence and I still can't find what's wrong.

There is this 1044 packet that looks like:
Code:
word - len, word - type
word(0) - not used
word(1 or 0)  ;client sends 1, server replies with 0
dword(1) ; anyone got any idea what is this for?
dword(1002) ; anyone got any idea what is this for?
2079 is
Code:
word - len, word - type
dword(0) ; always
2078 ... :
Code:
word - len, word - type
dword(timeGetTime() or 0) ; sometime 0 and sometime timeGetTime() [serverside] -- when it's about creating character it seems to be 0, otherwise timeGetTime()
dword(256)
Which looked like client sends this packet after 1052, waits server's response and then the server continues with 2079, 2078, 1033, ANSWER_OK, hero info, 10017 (status effect, vip level), 1129 (vip options), client sends bunch of 1134 (quest packet), then the client sends 10010 for set location and the server answers with teleport(?) if I am on my proxy and set location if I am not on it... did they find a way to check?
Login Sequence:
Code:
C:S-1052
C:S-1044(1)
S:C-1044(0)
S:C-2079
S:C-2078
S:C-1033
S:C-1004(ANSWER_OK)
S:C-1006
S:C-10017(25, 39)
C:S-1134... idk how many times
C:S-10010(set loc)
S:C-10010(set loc/tele with proxy(?))
.
.
.
In case someone has more info please post here.
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Old 02/03/2012, 21:07   #10
 
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Quote:
Originally Posted by Kiyono View Post
It was the latest at the time of release =X
Impulse said that TQ changed the login sequence so you wont have to relogin after your char is created, and he never got throw with it fully working, he said that he's having some trouble with it, he didn't specify what patch he's using and TQ did that change a while back as he mentioned, a while back means way back to be honest considering the amount of patches TQ releases, then he asked about the latest patch.

As far as private servers goes, i think he's the only one whos working on Pirate class which means that he's the one running the latest/newest patch.

pro4never mentioned that he had troubles getting it to work too, as far as i know his source isn't running on the latest patch ( current patch ), his source is running on the same version as Angelius's, hencei mentioned that Angelius got it fully working on his source, which is something " if my memory serves me " Impulse never got to work because i played in his Legends Co and continued playing in Trinity after they merged, i don't recall logging in straight after creating a char, i could be wrong tho " shitty memory :P "

Quote:
Originally Posted by pro4never View Post
Yes it was obviously working on older patches for trinity. Something appears to have changed in the newer patches though.
The matter of login sequence fully working on older Trinity versions or not is not the issue at hand here, you mentioned that you had trouble getting it to work in your source, and i said that Angelius got it fully working on his source " which is basically around the same version as yours since i used your client several times to login to Angelic-Co when he 1st got the VSP ".


#EDIT:

Quote:
Originally Posted by -impulse- View Post
Lol, I have to use more the "find" function -.-. Sorry for even setting a question on that packet. Makes sense now, though for some reason TQ sends it twice.

For other people... yes, in current's Trinity version (the one online) creating the character gets you in game without any problems and nothing is missing.
However, TQ somehow found a way to check if you connect by proxy or not, or atleast that's how it seems to me, cause whenever I create a character when I am sniffing the packets, the server sends 0x54 in the data packet that should contain the set location id... eh funny stuff, I'll just override it, but still...
It's driving me crazy, I updated my login sequence and I still can't find what's wrong.

There is this 1044 packet that looks like:
Code:
word - len, word - type
word(0) - not used
word(1 or 0)  ;client sends 1, server replies with 0
dword(1) ; anyone got any idea what is this for?
dword(1002) ; anyone got any idea what is this for?
2079 is
Code:
word - len, word - type
dword(0) ; always
2078 ... :
Code:
word - len, word - type
dword(timeGetTime() or 0) ; sometime 0 and sometime timeGetTime()  [serverside] -- when it's about creating character it seems to be 0,  otherwise timeGetTime()
dword(256)
Which looked like client sends this packet after 1052, waits server's response and then the server continues with 2079, 2078, 1033, ANSWER_OK, hero info, 10017 (status effect, vip level), 1129 (vip options), client sends bunch of 1134 (quest packet), then the client sends 10010 for set location and the server answers with teleport(?) if I am on my proxy and set location if I am not on it... did they find a way to check?
Login Sequence:
Code:
C:S-1052
C:S-1044(1)
S:C-1044(0)
S:C-2079
S:C-2078
S:C-1033
S:C-1004(ANSWER_OK)
S:C-1006
S:C-10017(25, 39)
C:S-1134... idk how many times
C:S-10010(set loc)
S:C-10010(set loc/tele with proxy(?))
.
.
.
In case someone has more info please post here.
I don't have a single clue how your proxy " or any other proxy " works, but TQ changed the spawn area for created characters from birth village to a random location in TC, i don't know if that effects the way you work or not, perhaps your proxy see's it in birth village " interrupts the packets which tells the server that something is wrong " and the server sends a teleport to TC, and if not using the proxy the server simply does what it's suppose to do which is tell the noob where he is in TC"but meh, am just another noob trying to help here ^^
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Old 02/03/2012, 21:24   #11
 
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Quote:
Originally Posted by m7mdxlife
Impulse said that TQ changed the login sequence so you wont have to relogin after your char is created, and he never got throw with it fully working, he said that he's having some trouble with it, he didn't specify what patch he's using and TQ did that ...
m7mdxlife ... check the title of the thread ... does it tell you anything?
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Old 02/03/2012, 21:46   #12
 
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I can help you with only 1 thing.

2078
can be a bot check (data 4) and it checks how long the char creating took. i think TQ has some future plans for it.

comparing some values.

1328301381 - 1328301427 = 56 sec
1328300635 - 1328300681 = 46 sec

Note: i'm not sure is that's what it is... just assuming.

Quote:
Server -> Client,Type: 2078
0C 00 1E 08 45 45 2C 4F 00 01 00 00

Server -> Client,PacketType: 2078
0C 00 1E 08 73 45 2C 4F 00 01 00 00

1328301381
1328301427
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Old 02/03/2012, 22:02   #13

 
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Quote:
Originally Posted by pro4never View Post
If you do find a solution to this I'd love to hear it cause, while we never spent that much time looking into it, it was definitely an annoying issue when we were working on our server.
I removed a few lines of code from your char creation handling and it logs in straight after char creation with interface:
Code:
if (user.Create(msg))
                                                    if (Database.CreatePlayer(user))
                                                    {
                                                        var response = new TalkPacket("SYSTEM", "ALLUSERS", "ANSWER_OK", string.Empty, 0xffffff, ChatType.Register);
                                                        user.Send(response);
                                                    }
                                                    else
                                                        Console.WriteLine("Failed making char");
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Old 02/03/2012, 22:03   #14
 
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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)...


Quote:
Originally Posted by Kiyono View Post
I removed a few lines of code from your char creation handling and it logs in straight after char creation with interface:
Code:
if (user.Create(msg))
                                                    if (Database.CreatePlayer(user))
                                                    {
                                                        System.Threading.Thread.Sleep(150);//delay to make sure database has finished updating
                                                        var response = new TalkPacket("SYSTEM", "ALLUSERS", "ANSWER_OK", string.Empty, 0xffffff, ChatType.Register);
                                                        user.Send(response);
                                                    }
                                                    else
                                                        Console.WriteLine("Failed making char");
If you are using flatfile database or mysql then that Sleep is not needed... I have no idea how mssql works but,l mysql always returns something for every query you make so, until the query is finished, you wont get to the Sleep(150). You put your thread to sleep for nothing.
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Old 02/03/2012, 22:12   #15

 
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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)...




If you are using flatfile database or mysql then that Sleep is not needed... I have no idea how mssql works but,l mysql always returns something for every query you make so, until the query is finished, you wont get to the Sleep(150). You put your thread to sleep for nothing.
Oh, that was in the original code, wasn't sure about removing it due to the comment next to it but I guess I'll remove it then.
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