Register for your free account! | Forgot your password?

Go Back   elitepvpers > MMORPGs > Conquer Online 2 > CO2 Private Server
You last visited: Today at 18:10

  • Please register to post and access all features, it's quick, easy and FREE!

Advertisement



Packet 2051 Broadcast List Version 5017

Discussion on Packet 2051 Broadcast List Version 5017 within the CO2 Private Server forum part of the Conquer Online 2 category.

Reply
 
Old   #1


 
Korvacs's Avatar
 
elite*gold: 20
Join Date: Mar 2006
Posts: 6,125
Received Thanks: 2,518
Packet 2051 Broadcast List Version 5017

Does anyone have the packet structure for this, a complete one? I've asked around a couple of people and all I can come up with is some notes in Bone's C++ source.

The closest I've got is from Haydz which is as follows:

Code:
0 - size
2 - type
4 - page number
8 - message number (not too sure on this)
10 - page count
loop-> 12  = broadcast id (unique identifier, not sure here, why is bone-you so bad)
loop-> 16  = broadcast number (this seems to be (pageNumber * 10) + Number in page)
loop-> 20  = Broadcaster Id (clients unique identifier)
loop-> 24  = Broadcaster name (16 characters)
loop-> 40  = CPs spent
loop-> 44  = Message
So I'm looking for something concrete if possible. The structure from Haydz looks pretty good though it is just what he determined from Bone's source, so a confirmation of that would be good.

On a related note, this is the last packet I need for 5017 on the wiki I believe, please check to see if you have any other packets which are not listed:

Korvacs is offline  
Old 05/14/2014, 15:37   #2


 
Korvacs's Avatar
 
elite*gold: 20
Join Date: Mar 2006
Posts: 6,125
Received Thanks: 2,518
Quote:
Originally Posted by Y u k i View Post
cops6 got a full implementation afaik.
It doesn't, but thanks.
Korvacs is offline  
Old 05/14/2014, 17:26   #3
 
elite*gold: 0
Join Date: Oct 2009
Posts: 768
Received Thanks: 550
Quote:
Originally Posted by Korvacs View Post
It doesn't, but thanks.
When I implemented broadcast on Trinity I used bone's C++ code... and afaik it wasn't ever changed.
-impulse- is offline  
Old 05/15/2014, 11:55   #4


 
Korvacs's Avatar
 
elite*gold: 20
Join Date: Mar 2006
Posts: 6,125
Received Thanks: 2,518
Anyone else have any input? Failing that I'll just run with this I think and then proceed onto 5065. If anyone has a decent resource for 5065 please let me know.
Korvacs is offline  
Old 05/15/2014, 17:02   #5
 
Mr_PoP's Avatar
 
elite*gold: 0
Join Date: Apr 2008
Posts: 759
Received Thanks: 285
here is how I implemented it :-
Code:
public struct BroadcastStr
    {
        public uint HeroId;
        public string HeroName;
        public uint SpentCPs;
        public string Message;
    }

public BroadCastMsgPacket(uint page, IEnumerable<BroadcastStr> msgs) :
            base(PacketType.BroadCastMsg, (ushort)(12 + msgs.Count() > 8 ? 8 * 112 : msgs.Count() * 112))
        {
            int offset = 12;
            int index = (int)page * 8;
            int count = msgs.Count() - index > 8 ? 8 : msgs.Count() - index;
            WriteUInt32(4, page);
            WriteUInt32(10, (uint)count);
            for (int i = index; i < count; i++)
            {
                BroadcastStr temp = msgs.ElementAtOrDefault(i);
                WriteUInt32(offset, (uint)i); offset += 4;
                WriteUInt32(offset, (uint)i); offset += 4;
                WriteUInt32(offset, temp.HeroId); offset += 4;
                WriteString(offset, temp.HeroName, 16); offset += 16;
                WriteUInt32(offset, temp.SpentCPs); offset += 4;
                WriteString(offset, temp.Message, temp.Message.Length); offset += 80;
            }
        }
Mr_PoP is offline  
Old 05/15/2014, 17:29   #6


 
Korvacs's Avatar
 
elite*gold: 20
Join Date: Mar 2006
Posts: 6,125
Received Thanks: 2,518
Thank you for the confirmation.
Korvacs is offline  
Old 05/15/2014, 20:30   #7
 
elite*gold: 0
Join Date: Feb 2006
Posts: 726
Received Thanks: 271
Redux should have 90+% of the packets for 5065.
I think the spawn packet may have had one or two offsets that were off, but I can post that whenever you get to that point.
Aceking is offline  
Old 05/15/2014, 20:34   #8


 
Korvacs's Avatar
 
elite*gold: 20
Join Date: Mar 2006
Posts: 6,125
Received Thanks: 2,518
Quote:
Originally Posted by Aceking View Post
Redux should have 90+% of the packets for 5065.
I think the spawn packet may have had one or two offsets that were off, but I can post that whenever you get to that point.
Redux has 13 out of a minimum of 48 packets required to do a complete server. So I could do with something abit better than that to be honest.

Edit: Oh its been updated, I'll take another look.

Edit2: Much more like it! Pro <3
Korvacs is offline  
Old 05/15/2014, 20:39   #9
 
elite*gold: 0
Join Date: Feb 2006
Posts: 726
Received Thanks: 271
Quote:
Originally Posted by Korvacs View Post
Redux has 13 out of a minimum of 48 packets required to do a complete server. So I could do with something abit better than that to be honest.
Do you have the latest version and not the first?
Because I know it has alot more than 13. I think the first even did.

The only packets missing were mentor, the broadcast list packet in this thread, flowers and a couple others that I cannot think of off the top of my head.
Aceking is offline  
Old 05/16/2014, 01:57   #10


 
CptSky's Avatar
 
elite*gold: 0
Join Date: Jan 2008
Posts: 1,434
Received Thanks: 1,147
Quote:
Originally Posted by Aceking View Post
Redux should have 90+% of the packets for 5065.
I think the spawn packet may have had one or two offsets that were off, but I can post that whenever you get to that point.
Last time I checked, it wasn't "quality" structures.

@Korvacs, COPS v7 have somes (MsgItem is not up-to-date in current release), but you can always PM me if you need mores that aren't implemented yet.
CptSky is offline  
Thanks
1 User
Old 05/16/2014, 02:08   #11
 
elite*gold: 0
Join Date: Feb 2006
Posts: 726
Received Thanks: 271
Quote:
Originally Posted by CptSky View Post
Last time I checked, it wasn't "quality" structures.

@Korvacs, COPS v7 have somes (MsgItem is not up-to-date in current release), but you can always PM me if you need mores that aren't implemented yet.
Quality as in accurate?
As I said, the only packet I know of that isn't 100% accurate in the public release is the spawn packet. Which I would gladly post the accurate offsets.
Aceking is offline  
Reply


Similar Threads Similar Threads
Does anyone have the packet structure for 2051[BroadcastMsgBoard]?
08/05/2013 - CO2 Private Server - 4 Replies
as the title says does anyone have the packet structure for 2051?
Packet Changes From 5017 > 5065 ?
03/27/2013 - CO2 Private Server - 6 Replies
Out of boredom I wanna try upgrading a 5017 source to 5065 but I don't know which packets I'll need to update. I would do some research however I don't know where to start looking. Any referenced or help would be fantastic! thanks
Character info packet 5017
12/22/2011 - CO2 Private Server - 2 Replies
I'm certain that all the values up till the string packer are correct since I just took them from Hybrid's source but I'm not too sure about the string packer part but it should be correct too yet it appears to be wrong and characters don't have names. using System.Text; using Albetros.Core.Enum; namespace Albetros.Game.Packet { public unsafe struct PlayerInfoPacket { public uint Id;
Entity Spawn packet 5017
12/22/2011 - CO2 Private Server - 7 Replies
So I checked different sources and it seems that not one public source unless I missed it has the complete Entity Spawn packet for 5017. Taking bits and pieces from sources I got the following offsets and really random different packet sizes. UID = 4 overlaymesh = 8 //all 8? wtf? Mesh = 8 Avatar = 8 Model = 8 Status = 12
[5017] Looking for packet enums...
11/03/2011 - CO2 Private Server - 13 Replies
Hello all, I want to know how to get enums, and I`d like to know if someone knows it, whats the status enum for disguise/transformations? EDIT: Yes I already checked the wiki... Thanks in advanced, Jobdvh!



All times are GMT +2. The time now is 18:10.


Powered by vBulletin®
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
SEO by vBSEO ©2011, Crawlability, Inc.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Support | Contact Us | FAQ | Advertising | Privacy Policy | Terms of Service | Abuse
Copyright ©2024 elitepvpers All Rights Reserved.