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Class Proxy Issues
Discussion on Class Proxy Issues within the CO2 Programming forum part of the Conquer Online 2 category.
01/25/2018, 06:06
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#1
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Classic Proxy Issues
I'm attempting to write a simple packet logging proxy for Classic Conquer servers (~4280).
Here are the steps I've gotten so far: - The client connects to the proxy, then connects to the authentication server.
- I am decrypting the server packet 1055 and injecting the proxy IP and port, and forwarding that back to the client.
- The client then sends 1052 to the auth server.
- Once it connects to the game server, it doesn't send anything. So this is where I'm stuck.
Do I need to initiate something when the proxy connects to the game server?
Solved. I was not sending the local proxy IP correctly.
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01/26/2018, 03:21
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#2
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Is it possible that you're not starting the receive loop after accepting the client for the game server?
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01/26/2018, 03:57
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#3
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I'm pretty positive I am. I'm using the same class for both auth and game servers.
I've attached what I've got so far.
Edit:
Maybe this is a client issue? I was testing this out on a server that has a modified Conquer.exe (sorry, I hope they don't mind!). Maybe they've modified packets or some sort of flow?
I'll see if I can find a vanilla server to test this on.
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01/26/2018, 05:20
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#4
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Yeah, it seems fine to me. You might need to try an unmodified example server.
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01/26/2018, 05:56
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#5
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Actually I am having the same issue , the proxy seems to work fine for everyone except this one person.
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01/28/2018, 19:00
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#6
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So my issue was I was cutting off part of the IP address, using a length of 13 instead of 16, when handling packet 1055.
Thanks for your help everyone.
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04/13/2018, 14:02
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#7
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Quote:
Originally Posted by .Kinshi
So my issue was I was cutting off part of the IP address, using a length of 13 instead of 16, when handling packet 1055.
Thanks for your help everyone.
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13 instead of 16?
What?
An IP Address is 15 bytes at most. Unless you're not talking about the IP address?
Code:
1 2
2 5
3 5
4 .
5 2
6 5
7 5
8 .
9 2
10 5
11 5
12 .
13 2
14 5
15 5
IPV4 obviously.
If it's stored as 16 bytes then the last byte is just padding most likely.
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04/14/2018, 23:14
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#8
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Quote:
Originally Posted by Super Aids
[...] If it's stored as 16 bytes then the last byte is just padding most likely.
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The client is implemented in C++. The Info field, containing the IP address, is passed to other functions as a string, as such, it must be terminated by a NUL character. An IPv4 address can takes at most 16 bytes when represented in a C-string. It's important to put the NUL character to avoid an unexpected behaviour in the client. It's not "padding", it's part of the data format.
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04/17/2018, 09:58
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#9
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Quote:
Originally Posted by CptSky
The client is implemented in C++. The Info field, containing the IP address, is passed to other functions as a string, as such, it must be terminated by a NUL character. An IPv4 address can takes at most 16 bytes when represented in a C-string. It's important to put the NUL character to avoid an unexpected behaviour in the client. It's not "padding", it's part of the data format.
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Ah yeah of course.
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