i have a small problem with my PL, everything is working ok and i can login to the server , the login Encryption/Decryption work fine but the moment i login the PL server socket disconnects ,, the last PacketID i have is from Client to server as 1100 , any ideas ??
first Packet :- Client -->Server ,ID 1086
second Packet:-Server-->Client,ID 1055 (which contains the server IP ,i catched this one and changed the server IP to my IP , once i do that , the Client sends the 3rd packet and the server socket Loses connection)
it is 5095 , but connecting to Binary server so i guess it uses 5087 decryption/encryption with 5095 addons
Do you have any idea what your talking about?
Just out of curiosity.
On a more important note, your talking about the authentication server which you failed to mention, so it's obvious your getting disconnected.
The client sends the first packet (0x43E):
Code:
WORD Size;
WORD Type;
char szUser[128];
DWORD szPassword[32];
char szServer[16];
The server replies with 41F (You should have this structure it's in nearly every source).
The client replies with one more packet, this one is just an "extra", I don't think it does anything, but it does include your computers MAC-ADDR in it. After that, the client disconnects itself from the authentication server, and then connects to the game server (if everything is ok, otherwise it displays an error message, for example, "invalid user name or password").
Do you have any idea what your talking about?
Just out of curiosity.
On a more important note, your talking about the authentication server which you failed to mention, so it's obvious your getting disconnected.
The client sends the first packet (0x43E):
Code:
WORD Size;
WORD Type;
char szUser[128];
DWORD szPassword[32];
char szServer[16];
The server replies with 41F (You should have this structure it's in nearly every source).
The client replies with one more packet, this one is just an "extra", I don't think it does anything, but it does include your computers MAC-ADDR in it. After that, the client disconnects itself from the authentication server, and then connects to the game server (if everything is ok, otherwise it displays an error message, for example, "invalid user name or password").
yes, that is what i thought of, so i dd catch the new port the server uses to connect to me which changed from 5816 to 5820 and start the game connection socket again with the new port , but nothing happened the client still on as if i am not using the Proxy anymore even if i terminate the proxy the client still connected
yes, that is what i thought of, so i dd catch the new port the server uses to connect to me which changed from 5816 to 5820 and start the game connection socket again with the new port , but nothing happened the client still on as if i am not using the Proxy anymore even if i terminate the proxy the client still connected
In the 41F packet, you must set the IP to a local host IP (your external IP will work fine if your not behind a router, or if you portforward 5816). If you don't you'll connect to TQ's server. Or you can hook the winsock library connect() or inet_addr() function to modify where it's connecting to.
C#.NET - Packetlogger 12/04/2007 - .NET Languages - 7 Replies Moin,
Bin grade dabei auf C# umzusteigen - mal als 'richtige' Programmiersprache.
Ich habe bisher in PHP, MySQL, VBA und so Zeugs programmiert.
Momentan bin ich also quasi ein Neuling. Was ich suche bzw. selber erstellen will ist ein Packetlogger (TCP/IP-Protokoll).
Und zwar sollte es möglich sein, den Datenstrom für ein bestimmtes Programm bzw. einen bestimmten Prozess 'abfangen' zu können.
Habe schon verschiedene Seiten über Google gefunden, aber entweder habe ich Programme...