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problem in 5700 SpawnPackets

Discussion on problem in 5700 SpawnPackets within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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problem in 5700 SpawnPackets

i update my spawnpacket name,x,y and hp from patch 5690 to 5700
and it works fine
but the problem is the client suddenly closed
so can any one help me?
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Old 02/20/2013, 15:14   #2
 
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Exclamation

Quote:
Originally Posted by Sadwos View Post
i update my spawnpacket name,x,y and hp from patch 5690 to 5700
and it works fine
but the problem is the client suddenly closed
so can any one help me?
Code:
public string Name
        {
            get
            {
                return _Name;
            }
            set
            {
                this._Name = value;
                int index = 234;
                if (this.ClanName != "")
                {
                    this.SpawnPacket = new byte[((((8 + index) + 3) + this.Name.Length) + this.ClanName.Length) + 2];
                    Writer.WriteUInt16((ushort)((((index + 3) + this.Name.Length) + this.ClanName.Length) + 2), 0, this.SpawnPacket);
                    Writer.WriteUInt16(0x271e, 2, this.SpawnPacket);
                    Writer.WriteUInt32(this.Flag, index - 7, this.SpawnPacket);
                    this.SpawnPacket[index] = 4;
                    this.SpawnPacket[index + 1] = (byte)this._Name.Length;
                    Writer.WriteString(this._Name, index + 2, this.SpawnPacket);
                    this.SpawnPacket[((index + 1) + this.SpawnPacket[index + 1]) + 2] = (byte)this.ClanName.Length;
                    Writer.WriteString(this.ClanName, ((index + 1) + this.SpawnPacket[index + 1]) + 3, this.SpawnPacket);
                }
                else
                {
                    this.SpawnPacket = new byte[((8 + index) + 3) + this.Name.Length];
                    Writer.WriteUInt16((ushort)((index + 3) + this.Name.Length), 0, this.SpawnPacket);
                    Writer.WriteUInt16(0x271e, 2, this.SpawnPacket);
                    Writer.WriteUInt32(this.Flag, index - 7, this.SpawnPacket);
                    this.SpawnPacket[index] = 4;
                    this.SpawnPacket[index + 1] = (byte)this._Name.Length;
                    Writer.WriteString(this._Name, index + 2, this.SpawnPacket);
                }
            }
        }

Code:
public ushort X
        {
            get
            {
                return this._x;
            }
            set
            {
                this._x = value;
                Writer.WriteUInt16(value, 94, this.SpawnPacket);
            }
        }
Code:
public ushort Y
        {
            get
            {
                return this._y;
            }
            set
            {
                this._y = value;
                Writer.WriteUInt16(value, 96, this.SpawnPacket);
            }
        }
Code:
public uint Hitpoints
        {
            get
            {
                return this._hitpoints;
            }
            set
            {
                if (this.EntityFlag == Conquer_Online_Server.Game.EntityFlag.Player)
                {
                    this.Update(0, value, false);
                }
                this._hitpoints = value;
                if (this.Boss > 0)
                {
                    uint num = this.MaxHitpoints / 10000;
                    if (num != 0)
                    {
                        Writer.WriteUInt16((ushort)(value / num), 86, this.SpawnPacket);
                    }
                    else
                    {
                        Writer.WriteUInt16((ushort)(((double)((value * this.MaxHitpoints) / 1000)) / 1.09), 86, this.SpawnPacket);
                    }
                }
                else
                {
                    Writer.WriteUInt16((ushort)value, 86, this.SpawnPacket);
                }
            }
        }

entity.cs friend in each offsets must be added to 2 by 2 each for the 5700 version nothing more needs to update New Cryptography
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Old 02/20/2013, 15:55   #3
 
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yes i update name,x,y and hp by adding 2
but i have problem the client close

i think the problem form Name from this SpawnPacket[235] = (byte)_Name.Length;

Quote:
public string Name
{
get
{
return _Name;
}
set
{

_Name = value;
if (ClanName != "")
{
SpawnPacket = new byte[8 + 236 + Name.Length + ClanName.Length + 2];
WriteUInt16((ushort)(236 + Name.Length + ClanName.Length + 2), 0, SpawnPacket);
WriteUInt16(10014, 2, SpawnPacket);
// WriteUInt16(1871, 155, SpawnPacket);//clan id
SpawnPacket[234] = 4;
SpawnPacket[235] = (byte)_Name.Length;//basta = 5 = 217 + 5 + 2=
WriteString(_Name, 236, SpawnPacket);
SpawnPacket[235 + SpawnPacket[235] + 2] = (byte)ClanName.Length;
WriteString(ClanName, 235 + SpawnPacket[233] + 3, SpawnPacket);
}
else
{
SpawnPacket = new byte[8 + 236 + Name.Length];
WriteUInt16((ushort)(236 + Name.Length), 0, SpawnPacket);
WriteUInt16(10014, 2, SpawnPacket);
SpawnPacket[234] = 4;
SpawnPacket[235] = (byte)_Name.Length;
WriteString(_Name, 236, SpawnPacket);
}
}
}
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Old 02/20/2013, 17:07   #4
 
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The name length is one offset before the name bytes.

Use a stringpacker.
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Old 02/20/2013, 17:45   #5
 
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Quote:
Originally Posted by Super Aids View Post
The name length is one offset before the name bytes.

Use a stringpacker.
So name offset is 236 then the name length offset 235 that's what i did
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Old 02/20/2013, 18:52   #6
 
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when is the client crash ?... i Had client crash when monster come close to Guard and the Problem was the SpellUsage Offsets needed to be update
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