Code:
System.Buffer.BlockCopy(Encoding.ASCII.GetBytes(Me.GameCrypthSP.PublicKey), 0, _
buffer, KeyOffset, Me.GameCrypthSP.PublicKey.Length)
Me.GameCrypthCP.Encrypt(buffer)
sharedkey = Me.GameCrypthCP.ComputeKey(Me.ClientPublicKey)
I think the client and game server has a fixed public key which will then compared to the public key that it receive from first packet from game server. Do I need to check the public key from the memory of conquer client and how?






