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What about coding an efficient socket system?
Discussion on What about coding an efficient socket system? within the CO2 Private Server forum part of the Conquer Online 2 category.
08/10/2010, 12:38
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#16
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Quote:
Originally Posted by CptSky
TQ has a packet for the lag. Just nobody use it.
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Never heard of this packet...
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08/10/2010, 13:08
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#17
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He means the ping packet I guess
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08/10/2010, 15:50
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#18
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He's maybe talking about the 0x3F4, which isn't really a 'lag' packet.
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08/10/2010, 16:46
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#19
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Thats a bot check packet if i remember correctly, nothing to do with lag as far as i know, except that if you lag the server might think your botting due to the large amount of packets that it receives when your connection drops in again...
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08/10/2010, 17:42
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#20
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Quote:
Originally Posted by Korvacs
Thats a bot check packet if i remember correctly, nothing to do with lag as far as i know, except that if you lag the server might think your botting due to the large amount of packets that it receives when your connection drops in again...
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Yes, I know, in theory it's a bot check, but nobody is sure. I have checked the server-side part and it's all about the timestamp. If it's ridiculous, your connection will drop. With a big lag, my connection can be drop. Tested on my implementation and on a binary server. Maybe it's not related. Hard to be sure.
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08/10/2010, 18:17
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#21
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The 0x3F4, is generally named as the "Keep-Alive" Packet, tq issue the packet to the client, if it does not respond within a certain period and with the correct hash (generated based on current character credentials), then the connection is dropped.
Therefore in theory, it is a botcheck, as the response needs to be correct.
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08/10/2010, 18:19
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#22
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Quote:
Originally Posted by ~Falcon
The 0x3F4, is generally named as the "Keep-Alive" Packet, tq issue the packet to the client, if it does not respond within a certain period and with the correct hash (generated based on current character credentials), then the connection is dropped.
Therefore in theory, it is a botcheck, as the response needs to be correct.
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The real name is MsgTick. The server check also the timestamp.
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08/10/2010, 18:35
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#23
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Quote:
Originally Posted by CptSky
The real name is MsgTick. The server check also the timestamp.
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Yeah. The EO source is a more valuable resource than people realize.
Thanks to that source, I was able to get my standalone running perfectly
Anyway I'm going to stop with the digression, I'm taking this thread further off-topic with every post
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