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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.
05/14/2014, 11:15
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#1
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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:
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05/14/2014, 15:37
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#2
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Quote:
Originally Posted by Y u k i
cops6 got a full implementation afaik.
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It doesn't, but thanks.
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05/14/2014, 17:26
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#3
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Quote:
Originally Posted by Korvacs
It doesn't, but thanks.
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When I implemented broadcast on Trinity I used bone's C++ code... and afaik it wasn't ever changed.
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05/15/2014, 11:55
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#4
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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.
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05/15/2014, 17:02
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#5
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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;
}
}
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05/15/2014, 17:29
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#6
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Thank you for the confirmation.
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05/15/2014, 20:30
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#7
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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.
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05/15/2014, 20:34
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#8
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Quote:
Originally Posted by Aceking
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.
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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
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05/15/2014, 20:39
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#9
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Quote:
Originally Posted by Korvacs
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.
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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.
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05/16/2014, 01:57
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#10
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Quote:
Originally Posted by Aceking
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.
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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.
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05/16/2014, 02:08
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#11
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Quote:
Originally Posted by CptSky
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.
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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.
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