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[Info] Packets
Discussion on [Info] Packets within the CO2 Private Server forum part of the Conquer Online 2 category.
06/10/2009, 09:27
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#1
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[Info] Packets
Just wondering, since the way I got the packet structures for Co1 was basically sniffing the network and decrypting them by hand or with PHP, if there's an easier way to do it nowadays. I could always do em by hand, but since the encryption was updated that might suck
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06/13/2009, 04:21
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#2
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no idea :/ been trying to get fc packet working for a few days but just get d/c because of bad packets
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06/13/2009, 04:32
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#3
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fc? You mean friend chat? If so, just do a foreach on every player in the friend list that's online and send to them.
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06/13/2009, 05:56
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#4
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yeah friend list cuz i was checking lotfs and they have a packet to show the list of all friends and see if they are online or offline that's where im stuck atm :x the chat itself isnt that hard its just checking the database for friends to send messages to
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06/13/2009, 06:01
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#5
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Ah, yeah. alexbigfoot explained to me earlier that the newer patches have a string added to the end of the packets, 'TQServer'. Check the Packets/Team.cs and you'll understand.
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06/13/2009, 06:04
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#6
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edited:
:O! Wowow stupid packets >.> works now tyvm zeroxelli xD
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06/13/2009, 08:19
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#7
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lol and 1 more thing, the new packets dont include in their length the TQServer...like the item packet is 48, but, you`ll create a byte[56], and set the "length"(first 0-2 slots) as 48. Anyway Andy added everything you`ll need already.
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06/13/2009, 15:40
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#8
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Quote:
Originally Posted by alexbigfoot
lol and 1 more thing, the new packets dont include in their length the TQServer...like the item packet is 48, but, you`ll create a byte[56], and set the "length"(first 0-2 slots) as 48. Anyway Andy added everything you`ll need already.
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Silly way of handling things. You could leave the packets as they were already, and say
Send(packet);
Send(Encoding.ASCII.GetBytes("TQClient"));
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06/13/2009, 21:40
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#9
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Quote:
Originally Posted by unknownone
Silly way of handling things. You could leave the packets as they were already, and say
Send(packet);
Send(Encoding.ASCII.GetBytes("TQClient"));
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True... I don't think I'd thought of it that way, but maybe because I wasn't using the localized send method. Assumed they were sent raw so it needed it. However, this way also works quite well.
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