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Server.dat Sensitivities.

Discussion on Server.dat Sensitivities. within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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Server.dat Sensitivities.

Hey there! I was just wondering if anyone know what kind of changes the server.dat is sensitive to, obviously im talking about lower level patches. Seems like I can change it to anything that doesn't loop back to my PC. Anyone know any specifics?

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Old 01/18/2014, 05:17   #2
 
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I'm currently trying to get the 4351 client to work on my computer, and I've noticed it doesn't like 127.0.0.1 or my hamachi address. It doesn't mind my 192.168.x.x address though, and it doesn't mind anything else.
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Old 01/18/2014, 05:22   #3
 
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That's odd that it would accept your Local network address but not your hamachi address. What I did was setup a loop using your guide:


I'm not sure if its the IP that I chose or the method but it will not accept it. I'm going to mess with that IP. Have you tried this recently to see if it will work?
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Old 01/18/2014, 05:39   #4
 
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Quote:
Originally Posted by StarBucks View Post
That's odd that it would accept your Local network address but not your hamachi address. What I did was setup a loop using your guide:


I'm not sure if its the IP that I chose or the method but it will not accept it. I'm going to mess with that IP. Have you tried this recently to see if it will work?
Yes, they call it "Microsoft KM-TEST Loopback Adapter" in Windows 8. It will work for this version of the client, as it does for all versions of the client.
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Old 01/18/2014, 05:41   #5
 
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Quote:
Originally Posted by Spirited Fang View Post
Yes, they call it "Microsoft KM-TEST Loopback Adapter" in Windows 8. It will work for this version of the client, as it does for all versions of the client.
Ya, with a little help from google I was able to navigate my way through. When ever I try to use that IP address in the Server.dat and gives me troubles.

I'm going to mess with it a bit more
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Old 01/18/2014, 05:44   #6
 
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Quote:
Originally Posted by StarBucks View Post
Ya, with a little help from google I was able to navigate my way through. When ever I try to use that IP address in the Server.dat and gives me troubles.

I'm going to mess with it a bit more
What's important is what's in the server.dat file (not any launchers you might be using - you don't need a launcher). It seems that there's a pre-connection check on that old client that was replaced with the game server check that closes the client. I'm really not sure though. This one seems to be much stricter than the newer one they put in.
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Old 01/18/2014, 05:59   #7
 
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Quote:
Originally Posted by Spirited Fang View Post
What's important is what's in the server.dat file (not any launchers you might be using - you don't need a launcher). It seems that there's a pre-connection check on that old client that was replaced with the game server check that closes the client. I'm really not sure though. This one seems to be much stricter than the newer one they put in.
I'm not using any loaders I'm just running it blacknull, so far no IP other than the original one that was there has worked. Wonder if they make a copy or it somewhere else hiddin in the files.
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Old 01/18/2014, 06:09   #8
 
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Originally Posted by StarBucks View Post
I'm not using any loaders I'm just running it blacknull, so far no IP other than the original one that was there has worked. Wonder if they make a copy or it somewhere else hiddin in the files.
Nope, I've never heard of them doing something like that. Their big thing was encrypting it, but that's it. Nothing special for Conquer Online. Here's an example of mine if you wish to have it:
Code:
[Header]
GroupAmount=1
Group1=GroupPic10

[Group1]
ServerAmount=1
Server1=Pride
Ip1=169.254.17.9
Port1=9958
ServerName1=Pride
HintWord1= 
Pic1=servericon78
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Old 01/18/2014, 06:53   #9
 
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There has got to be something else that they check because I had it working, changed the IP address and I get some issues. If i change the IP back to what it was originally it works again through.

Edit:
After messing around with what little debugging skills I have I have it appears as if though the client checks the IP address with all Loopbacks and my local address. I believe the following function is what compares the 2:
Code:
CPU Disasm
Address   Hex dump          Command                                  Comments
00433EDA  /$  FF7424 08     PUSH DWORD PTR SS:[ARG.2]                ; /string = "67.193.117.119"
00433EDE  |.  E8 B7C00B00   CALL <JMP.&MSVCRT.strlen>                ; \MSVCRT.strlen
00433EE3  |.  59            POP ECX
00433EE4  |.  8B4C24 04     MOV ECX,DWORD PTR SS:[ARG.1]
00433EE8  |.  8B11          MOV EDX,DWORD PTR DS:[ECX]               ; ASCII "10.0.0.8"
00433EEA  |.  8B49 04       MOV ECX,DWORD PTR DS:[ECX+4]
00433EED  |.  2BCA          SUB ECX,EDX
00433EEF  |.  3BC8          CMP ECX,EAX
00433EF1  |.  75 16         JNE SHORT 00433F09
00433EF3  |.  50            PUSH EAX                                 ; /count
00433EF4  |.  FF7424 0C     PUSH DWORD PTR SS:[ARG.2]                ; |buf2 => [ARG.2]
00433EF8  |.  52            PUSH EDX                                 ; |buf1
00433EF9  |.  E8 F2C00B00   CALL <JMP.&MSVCRT.memcmp>                ; \MSVCRT.memcmp
00433EFE  |.  83C4 0C       ADD ESP,0C
00433F01  |.  85C0          TEST EAX,EAX
00433F03  |.  75 04         JNZ SHORT 00433F09
00433F05  |.  6A 01         PUSH 1
00433F07  |.  58            POP EAX
00433F08  |.  C3            RETN
00433F09  |>  33C0          XOR EAX,EAX
00433F0B  \.  C3            RETN
Please correct me if I am wrong but first, address 433EEF, It compares ECX to EAX which are the lengths of the 2 ips being compares, then next it Jumps if they aren't equal..blah blah blah. Anyways, I don't remember is comparing it to 127.0.0.1...
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